Ostranauts

Ostranauts

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Permanently blacking out ? HELP!
https://pasteboard.co/Ee5vjAZUcvOl.png

Basically, I have slept for almost 24h (in game) now and only woke up for drink and food.
Is it the low blood pressure trait ?
I have hired a crew member and can play, but if my main character dies - it is game over.
I have the money, can I cure it or it is just removing scars and stuff (250K) ?
Afraid to venture off the ship.
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Showing 1-12 of 12 comments
No answer here but a similar situation. An NPC intentionally rammed my ship while returning from a derelict. I tried to avoid it with no luck, it kept coming after me. My character is in shock and "clacking out". I made it back to port and tried the medical kiosk with not luck. It is either bugged or no cure for shock and blacking out. Went back and paid my docking fees and passed out at the kiosk. Just laying on the floor now getting hungry. Will probably starve to death if he doesn't wake up. We need options devs.
Hmmm...
Could be bad sleep quality.
Hard to see, but are you in your suit?
The Medical Bed is good for healing, less so for sleeping.
The Bedrolls/Personal Bunks do a better job as far as resting goes.
Having the room dark/low noise and basically stripping down all help.
I don't see Insomnia or Light Sleeper, so they shouldn't be causing any grief.

Were you injured/bleeding recently? Micro-G Hypovolemic might be a culprit, as it lowers the amount of blood in your system, so less blood loss is needed to start causing issues.
Otherwise, command console time!

I'll spoiler this for those who care not to know the commands if they don't need them.

To check your Sleep level, hit F3 and type in:
getcond StatSleep

Should let you know how bad your sleep need is, if it's Huge, then there's an issue, as [Blacking Out] starts at 90.
We can do a temp fix by putting this command in:
addcond StatSleep -X

For the X, put in the number you got from the previous command, minus 5-10 points.
Also make sure you have the negative sign there, Sleep is one of those stats that ticks up as you go about your day and needs to be brought down again by sleeping.
apparently the devs will be looking at sleeping as right now it seems trying to sleep 8 hours (at 16x speed, until you're interrupted by an alarm) is not good gameplay, and sleeping 10 minutes here and there seems rather poor.
Originally posted by gbjbaanb:
apparently the devs will be looking at sleeping as right now it seems trying to sleep 8 hours (at 16x speed, until you're interrupted by an alarm) is not good gameplay, and sleeping 10 minutes here and there seems rather poor.
It is bad to wait so much on 16x, but once you get a second crewmate to swap around it becomes OK. I just wish we could dock 2 ships at the same station.
Wouldn't be too bad if we could simply time skip ahead, and have the game process 4-8 hours in a batch, with a warning that bad things could happen while we aren't in control. But it is a simulated reality, and with the proper bedroom setup and traits (Temperance) and using energy drinks you can shave your need for sleep down immensely, I once got 2 hours sleep coasting along to a distant wreck and it got me through the next 14 hours dealing with said wreck.
But be careful on the coffee, you could get the shakes something fierce.

For myself, I guess a part of my ability to deal with the wait of sleep cycles is that I usually play more than one game at a time, usually focusing on Ostranauts while I wait for a queue to pop in FFXIV, or letting it run in the background while I smash through a dungeon or craft a set of gear for a friend. Or I focus on a show I have up instead. Or go cook dinner or wash/fold laundry, etc.
Not everyone can do that, and I know that this could be a side effect of ADHD, as even with meds I need to keep juggling things if I don't want to get stuck hyper-focusing on one thing all day.
Originally posted by Mapoko:
Originally posted by gbjbaanb:
apparently the devs will be looking at sleeping as right now it seems trying to sleep 8 hours (at 16x speed, until you're interrupted by an alarm) is not good gameplay, and sleeping 10 minutes here and there seems rather poor.
It is bad to wait so much on 16x, but once you get a second crewmate to swap around it becomes OK. I just wish we could dock 2 ships at the same station.

If they can get this to work, great.
But I know how hard it'll be, as each ship/station/wreck is based a core [Airlock], and you can't really go adding a second airlock yet with how it's coded. And as each core only lets one other ship/station/wreck connect to it, we get what we have now...

Unless we break up Port Azikiwe, after a fashion.
Setup a similar 'Mass Transit' system as the one for the rest of the station, and instead it leads to a series of docking bays/ports? Have each port as a separate, small map with a fuelling/ferry kiosk and maybe a supply/scrap/sales Kiosk and a transit connector.
You could still only have 1 ship at each port, but you could then host multiple ports, separately, though connected via the transit system. Would need a custom selector interface, one that'd be 'expandable' to add/remove ports as needed.

The only rub is how you'd select them to dock. Maybe during the docking request call, you could be randomly assigned one? Or select them there. Players could be given priority for the main port of course, but you could always do away with it. entirely.

Technically then, the docking ports could be expanded upon, have NPC ships dock to them, generating a new one each time and 'retiring' them when there's too many, or sthe ship undocks, have the maps have a low priority and no amenities, so that NPC's don't loiter could keep them from getting caught as part of the cleanup.

Only issue is what to do when an NPC dies and they have a ship docked on station, probably just run a cleanup script each shift, checking for dead owners and such, though that would cause lag around shift changes...

There's probably other issues involved with this kind of setup, and it'd probably tank performance for some.
Maybe set a pressure override for sealed compartments that aren't loaded?
Set them to a default mix and that'd keep the gas exchange slowdowns that I run into from happening so much.

But that'd bring madness if I tried to mod it, as it's well beyond my ken.
Have not been able to achieve better then Tired after ten hours of sleep
Sleep in this game still does not work at all, even more than 1 year from firstly reported by someone in another thread.
I am not sure, how anyone can play this game, without using command "addcond StatSleep -72", if character/NPC get to state "Blacking out" (that means "StatSleep" is over 72).

What is wrong and how sleep seems to be working (from my observation, without looking into code).

From moment you get sleep, it seems that every 15 minutes, property "StatSleep" is re-calculated. That means sleeping shorter time than 15min is probably ignored and does not count at all.

Now, for every finished 15min of sleep, "StatSleep" goes down by only -0.5, that means about -2 points for every hour.
That is big problem, because to get it from 72 ("Blacking out" state) to 1 (that is "Well-rested") you need full of 36hours of sleep (in game hours).
But that is not the biggest problem, and we can deal with that.

But now the BUG!
Somewhere after 3rd sleeping cycle (3x15min=45minutes) and before 4th sleeping cycle (before 60minutes from sleeping), there are two additional changes to the "StatSleep" value, but this time both are increasing that value, first one by "+2" and second by "+1".
So, by sleeping more than 45minutes (like for 1 hour), it actually increase your "StatSleep", firstly decreasing it 4x-0.5=-2, but adding back 1+2=3, to total increase by +1 point to the "StatSleep" value.
That means more we sleep, more tired we are, and "Blacking Out" will never goes away.
Only way, how to sleep, is to sleep for 30min (in game), wake up, go sleep again for another 30minutes. You need to repeat this manually 72 times (that means 36 hours of in-game sleep, to get from 72 to 1), and that for all your characters/NPCs (like I hade 9 at one time, imagine that).

I tested it with 45 year old character (not removed any traits related to age).
Fresh new game, not sleeping (from start of new game) till get "blacking out" status.
Ideal conditions (food, water, temperature, atmosphere), sleep in bunk bed.
Initial values (afer sleeps starts) wre:
StateSleep=82
StateSleepComfort=100
I tried even change "SleepComfort" from 100 to 50, 75 even tried 2 000 000", it seems that it does not have any effect on how much "StatSleep" change in 15 minutes cycle.

It does not matter, if charaters hase "work/sleep" in roster, values/works the same.

Please, developers, look into it, and fix it with highest priority possible.
If you don't know, what is wrong in calculations, or you can not replicate this problem, give us some "debug switch" with separate/independent simple/alternative calculation of sleep, like for every 1hour of sleep, -10 points from "StatSleep", so we at least can play this game withouth cheating/using command "addcond StatSleep -72".

@DEVS: If you need savegame, let me know how/where, and I can send you fresh one.

Values above are from current "public test 0.14", but very similar bug/problem was there in all previous 0.13 versions I played.
It happend on 100% on every game I started, on all playable characters (all 8 NPCs at once in one game, and main character too), 100% replicable every time.
(I edited my last post above, after I retested some stuff, to have more-precise info there)
Thanks to another user in forum, I was able to localize BUG.

Problem is that game is adding multiple "SleepSimpleAwake" instances into "ship=object" definition under section "aTicker".
At least under my ship definition, inside savegame.zip file O-8ZP.json I had 4 of those instances:

...
{
"strName" : "SleepSimpleAwake",
"strCondLoot" : "CONDTickSleepSimpleAwake",
"fPeriod" : 1.0,
"fEpochStart" : 65627658116.629,
"bQueue" : false,
"bRepeat" : true,
"bTickWhileAway" : false,
"fTimeLeft" : 0.776420940823025
},
...
I removed 3 next instances of "SleepSimpleAwake" and keeped only the first one, and now bug is gone.
That means, nothing seems to be increasing "StatSleep" value between 45-60minutes of sleep anymore.
After over 4 hours of constant sleep, it went down from 82,6 to 74,1.
Still, restoring from "Blacking out" (72) to "Weel-rested" (0) will take "only" 36 in game hours. But at least, I don't need to wake all crew every 30 minutes anymore :)

@DEVS, make fix/workaround till you find, why more instances of "SleepSimpleAwake" are happening:
1. When loading game, make sure you IGNORE/DROP more than FIRST instance of "SleepSimpleAwake".
2. Do it for every json file/object in the game.
3. When saving object to json file, write only first instance of "SleepSimpleAwake" and ignore/drop rest of them.

@DEVS make please changes to future: even when you are in reality "deadly-tired" and "blacking out" and you have problem with "weak sleep", then after 12 hours of sleep, you should get you fully rested. How it is now, 36hours of sleep is INSANE and not real.

@DEVS question:
Are multiple occurances/instances of "SleepSimpleAwake" in those files OK?
Search ""strName" : "SleepSimpleAwake"," (295 hits in 68 files)
C:\ostronauts.saveGame\ships\E-206R.json (2 hits)
C:\ostronauts.saveGame\ships\E-8ZB.json (2 hits)
C:\ostronauts.saveGame\ships\E-N1XS.json (1 hit)
C:\ostronauts.saveGame\ships\E-T6T.json (2 hits)
C:\ostronauts.saveGame\ships\E-U1WF.json (1 hit)
C:\ostronauts.saveGame\ships\E-W80.json (1 hit)
C:\ostronauts.saveGame\ships\H-4J2.json (1 hit)
C:\ostronauts.saveGame\ships\H-H25P.json (2 hits)
C:\ostronauts.saveGame\ships\J-72FTC.json (2 hits)
C:\ostronauts.saveGame\ships\J-8J0.json (2 hits)
C:\ostronauts.saveGame\ships\J-FYBD.json (1 hit)
C:\ostronauts.saveGame\ships\J-GRNQ.json (2 hits)
C:\ostronauts.saveGame\ships\J-Q8G.json (1 hit)
C:\ostronauts.saveGame\ships\M-28C.json (2 hits)
C:\ostronauts.saveGame\ships\M-NBZ.json (2 hits)
C:\ostronauts.saveGame\ships\M-T4T5.json (2 hits)
C:\ostronauts.saveGame\ships\MHNG.json (1 hit)
C:\ostronauts.saveGame\ships\MSUZ.json (3 hits)
C:\ostronauts.saveGame\ships\MTRS.json (3 hits)
C:\ostronauts.saveGame\ships\O-0LVJ.json (1 hit)
C:\ostronauts.saveGame\ships\O-135.json (1 hit)
C:\ostronauts.saveGame\ships\O-2EYB6.json (1 hit)
C:\ostronauts.saveGame\ships\O-2UD.json (1 hit)
C:\ostronauts.saveGame\ships\O-5Z0.json (1 hit)
C:\ostronauts.saveGame\ships\O-8ZP.json (1 hit)
C:\ostronauts.saveGame\ships\O-ARN.json (1 hit)
C:\ostronauts.saveGame\ships\O-D4L.json (1 hit)
C:\ostronauts.saveGame\ships\O-DW7U.json (1 hit)
C:\ostronauts.saveGame\ships\O-E68Y.json (1 hit)
C:\ostronauts.saveGame\ships\O-F0GF.json (1 hit)
C:\ostronauts.saveGame\ships\O-GAQ.json (1 hit)
C:\ostronauts.saveGame\ships\O-HYEH.json (1 hit)
C:\ostronauts.saveGame\ships\O-KHY3.json (1 hit)
C:\ostronauts.saveGame\ships\O-MCG.json (1 hit)
C:\ostronauts.saveGame\ships\O-NAX.json (1 hit)
C:\ostronauts.saveGame\ships\O-NQQ.json (1 hit)
C:\ostronauts.saveGame\ships\O-PNB.json (1 hit)
C:\ostronauts.saveGame\ships\O-QAG.json (1 hit)
C:\ostronauts.saveGame\ships\O-R87U.json (1 hit)
C:\ostronauts.saveGame\ships\O-S36.json (1 hit)
C:\ostronauts.saveGame\ships\O-SM7D.json (1 hit)
C:\ostronauts.saveGame\ships\O-V5KE.json (1 hit)
C:\ostronauts.saveGame\ships\O-YC3X.json (1 hit)
C:\ostronauts.saveGame\ships\OKLG.json (3 hits)
C:\ostronauts.saveGame\ships\OKLG_ATC.json (21 hits)
C:\ostronauts.saveGame\ships\OKLG_BIZ.json (7 hits)
C:\ostronauts.saveGame\ships\OKLG_FLOT.json (41 hits)
C:\ostronauts.saveGame\ships\OKLG_MES.json (6 hits)
C:\ostronauts.saveGame\ships\OKLG_NAV1.json (4 hits)
C:\ostronauts.saveGame\ships\OKLG_NAV2.json (5 hits)
C:\ostronauts.saveGame\ships\OKLG_NAV3.json (6 hits)
C:\ostronauts.saveGame\ships\OKLG_RES.json (8 hits)
C:\ostronauts.saveGame\ships\OKLG_SEC.json (21 hits)
C:\ostronauts.saveGame\ships\SVIR.json (1 hit)
C:\ostronauts.saveGame\ships\V-RXP.json (1 hit)
C:\ostronauts.saveGame\ships\VENC.json (12 hits)
C:\ostronauts.saveGame\ships\VENC_GRN.json (11 hits)
C:\ostronauts.saveGame\ships\VENC_SVL.json (13 hits)
C:\ostronauts.saveGame\ships\VLA00.json (10 hits)
C:\ostronauts.saveGame\ships\VLA01.json (5 hits)
C:\ostronauts.saveGame\ships\VLA02.json (1 hit)
C:\ostronauts.saveGame\ships\VLA03.json (2 hits)
C:\ostronauts.saveGame\ships\VLA04.json (1 hit)
C:\ostronauts.saveGame\ships\VNCA.json (10 hits)
C:\ostronauts.saveGame\ships\VNCA_SD.json (16 hits)
C:\ostronauts.saveGame\ships\VORB%Aux.json (1 hit)
C:\ostronauts.saveGame\ships\VORB.json (17 hits)
C:\ostronauts.saveGame\ships\VORB_HAB.json (15 hits)

Are those affecting also AI NPCs on stations?
Coud that be reason for them to "black-out" and "die" on stations, because "StatSleep" for them is also increasing, even when they are sleeping ?
Originally posted by Tumskunde:
Wouldn't be too bad if we could simply time skip ahead, and have the game process 4-8 hours in a batch, with a warning that bad things could happen while we aren't in control. But it is a simulated reality, and with the proper bedroom setup and traits (Temperance) and using energy drinks you can shave your need for sleep down immensely, I once got 2 hours sleep coasting along to a distant wreck and it got me through the next 14 hours dealing with said wreck.
But be careful on the coffee, you could get the shakes something fierce.

For myself, I guess a part of my ability to deal with the wait of sleep cycles is that I usually play more than one game at a time, usually focusing on Ostranauts while I wait for a queue to pop in FFXIV, or letting it run in the background while I smash through a dungeon or craft a set of gear for a friend. Or I focus on a show I have up instead. Or go cook dinner or wash/fold laundry, etc.
Not everyone can do that, and I know that this could be a side effect of ADHD, as even with meds I need to keep juggling things if I don't want to get stuck hyper-focusing on one thing all day.

There is an hourly skip (biggest arrow on the right in the time box), but every time I have used it, one of my crew dies, for absolutely no reason. Luckily I learned after the first time and do a save right before, JIC.
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Date Posted: Dec 21, 2023 @ 12:11pm
Posts: 12