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This is a joke, right? It's not as if a ship devours iron for sustenance. If it takes damage it needs to be repaired. It's not an organic being. The rate at which it needs to be repaired is just absurd. Does the international space station need constant repairs to it's hull? NO, it doesn't. Your logic is faulty af. Bad form.
Things can only be one thing at a time and they can only be representative of themselves as themselves and nothing more. How stupid are these gamedevs to think that they can play god and make a spaceship consume so much iron?
TL;DR General tips and optimization goals.
As you have said, you haven't gotten that far which I have to assume means if you feel the alloy draw is a burden then you seem to be having trouble optimizing the process and/or transport logistics.
Some tips then: Space docks can be placed as much as you want where ever you want. What do you feel is more efficient and optimized? Fe to Space Dock S1 (sector 1) -> Stockpile S1 --> Stockpile S6 ---> Smelter S6 Or Fe to Space Dock S6 -> Stockpile S6 --> Smelter S6 By placing the space dock in the same location the Fe is used you remove the need for an entire stockpile (alloy, workers, and power cost) and the need to transport between sectors which has a 25 per trip throughput limit.
Space docks will get clogged if you do not keep up with emptying them. This is bad if you're relying on that space dock to bring in multiple materials. Too much of one material means you will clog and starve out the other materials. This is good if you only have one material being picked up by a space dock. Too much of that one material means you have a good sized buffer and the space dock acts like another large stockpile for that material.
For my Fe moving space dock I like to assign one miner - prioritized to Fe for example but available to mine the other materials at a lower priority - and two cargo ships only allowed to pick up Fe. This space dock now holds ~250 Fe which one small stockpile can move to the smelters.
This space dock segregation tip works great for Fe, C, Si, and even Ice when you start farming. (Never mine or pickup H, nuclear power is a trap in this game) Segregating the docks for these materials will save you a lot of logistic headaches. And if they're full, you can just turn the dock off. The stockpiles will keep emptying out the powered down docks. The only downside to having the dock off will be the miner will eventually stop as it waits for the dock to turn back on so it can perform maintenance.
Location matters for logistics. The material the stockpiles move has a time cost as they physically move along the roads. So placing the Fe space dock and the Fe smelter close to the Fe stockpile and the alloy stockpile close to the Fe smelter will cut down on this transport time and allow the smelter to operate with a higher up-time since there is the minimum waiting time for inputs and outputs.
The same goes for transporting between sectors. There are only 5 trucks per sector that carry 5 goods for a total of 25 at a time that can physically move each good between sector. That means 5 trucks for moving alloys FROM sector 1, 5 trucks for moving alloys FROM sector 2, etc. Also 5 more trucks for moving food FROM sector 1, 5 more trucks for moving food FROM sector 2, etc. The inter-sector transport of different material is segregated.
Knowing there is finite truck limit for inter-sector transport links it shouldn't come as a surprise that optimizing this logistic link can help considerably too. Place the alloy stockpile in sector 6 picking up from the smelters right up against the sector 1's road entrance. Then the alloy stockpile in sector 1 with your EVA airlocks right up against the corresponding sector 6 road entrance. This minimal distance link means the sector 1 alloy stockpile will receive the alloy from sector 6 in the shortest time possible.
Alloy is the primary building material on the Tiqqun, so having the constant alloy drain from the EVA airlock and the drain of trying to build out the other infrastructure in the Tiqqun can really strain your alloy supply. Solution? Build more smelters. Turning one on or off when you don't need it will save the power and worker cost, but having that extra throughput early on will significantly speed up your building projects. The EVA dock drain is constant, so pumping up your supply with extra smelters means you can build out that much faster.
Two not enough? Build a third. Just remember the stockpile transport links -- one Fe stockpile probably can't keep up feeding three smelters from one space dock so build another Fe stockpile in that link to increase the throughput. Same with the stockpile for the alloy coming out of the smelters.
EVA airlocks have an efficiency stat that effects how fast they repair the Tiqqun. X amount of alloy will repair X amount of hull points and the EVA airlocks efficiency just determines how fast that process happens. The more the Tiqqun is damaged the higher this efficiency stat is so as the hull degrades the EVA airlock will speed up until it reaches its maximum speed or an equilibrium with the hull degradation. So the hull doesn't need to be 100% all the time.
When an EVA airlock is running 100% and cannot keep up with degradation is when a second EVA airlock needs to be activated. Then together they'll bring the hull percentage back up while their efficiency drops back down and together reach a new equilibrium with an efficiency of 60% or something between the two of them. See? The two EVA won't be spending two times the alloy in that example once they slow down from the efficiency drop.
The only time alloy is wasted at an EVA airlock is when the Tiqqun's hull is sitting at 100%. The alloy drain spent on repairs does not stop because the minimum EVA efficiency is 50%. The hull point tool tip will tell you the exact degradation number and your current repair numbers in pretty good detail.
There are bonuses, and their descriptions are misleading as they use the same term. The sector space specialization bonus and the EVA airlock upgrades state they are "efficiency" bonuses but this "efficiency" bonus is different from the EVA airlock's operating "efficiency" I just described. The bonuses from space specialization and the EVA airlock upgrades are bonuses applied to the X alloy repairing X hull points equation. Making repairs cheaper over all. As you can see in this image of the hull integrity tooltip visible by hovering over the hull point bar: https://steamcommunity.com/sharedfiles/filedetails/?id=2910732365
You can also see in that picture that Optimal working conditions and the Supported work hours policy from the DLS (building researched in T3) give flat bonuses of +10 and +5. Those are just free hull points. No alloy cost involved with them, so don't underestimate them. You can get by for a very long time with just one EVA airlock if you optimize for the bonuses.
The EVA airlocks tech upgrades are simply enough to find in the research window and self explanatory, but the sector space specialization is one of those hidden bonuses you won't get described to you anywhere in-game until you have the DLS upgrades which are only available at research T4. For sector space specialization T2 you receive +20% X alloy repairing X hull points and it takes seven space buildings to obtain this bonus.
I build 4 EVA airlocks, 2 probe launchers, and 1 space dock in Sector 1 to act as my space specialization T2 sector. The extra EVA airlocks and probe launchers are turned off except when needed later in the game and the space dock is used for science ships and general haulage like the initial processed material and cryopods you get in Sol.
My general strategy: I transform sector 1 into my space specialization sector as I go. I open sector 6 up first to become my industry sector with 3 space docks (Fe, C, and Si) and the Fe, C, and Si factories and I move the tech lab there too since it counts as a factory and sector 1 gets crowded with all those space buildings. Then sector 2 becomes my first population/food sector with a space dock eventually for ice and the farms. Sector 3 becomes the primary population sector once opened which will hold the vast majority of the non-workers the closest possible to the food sector because of that 25 per trip transport limitation. Sector 4 becomes the recycling center picking up most of its waste from sector 3 where all the people are, again keeping that 25 transport limit in mind. Finally sector 5 becomes the odds and ends sector with enough space to place the larger late game buildings that effect the entire Tiqqun.
One last thing, food is the only stockpile every sector needs on all the time. Powering off unneeded stockpiles will save lots of power and manpower. If you're not building then an alloy stockpile is only needed for your smelter and EVA airlocks. A polymer stockpile is only needed at the polymer factory, EVA airlocks, and Probe Launcher. You should only ever need one stockpile between the space dock and factory for Fe, C, Si, and Ice if you let the space dock work as a segregated buffer.
These are just general tips, and you of course decide ultimately how to build your Tiqqun. Understanding the game is the key to making it easier which allows you to enjoy the mystery of the story.
Hit dogs holler.
Given the story and how destructive a jump is (you'll learn more about that in the lore), it makes sense that the ship continuously needs repairs as its integrity falls apart. If you need help, place an eva chamber in each sector you make, and make sure you dedicate some resources for a couple of steel mills.
You're basically trying to cross the Atlantic on a raft, and you constantly need to keep the logs tied together. The station was never meant to handle the punishment that interstellar travel can dish out long term. It was designed to be a proof of concept that could ideally perform two jumps at most.
The ISS also doesn't go beyond earth orbit and isn't fitted with an experimental FTL drive that caused unexpected structural damage to the station. Even then, the ISS still requires regular maintenance.
Carrying out the ship's purpose tears it to shreds. If you want to delay the end, you have to work for it. And by "work," I just mean get ore, melt ore, put down metal where it will automatically be used and that's it.
The Galactica was always under constant repair and they had no idea if they could repair things faster than they broke, until they found out they couldn't. It's just that they spent almost no camera time on resources and very little on repairs because it's not sexy. Woulda made it a very diff show (still woulda loved it). But resources and engineering on a vessel in a critical state of decay are central parts of Ixion. If you're not into that, fine, just means Ixion isn't for you.
It should be something to mind about but REALLY lighter.
Right now it's the main focus of the game, that's just boring as hell....
Mine to make steel to repair your ship simulation 2023, oh yeah so much fun 8)
If someone find a way to make the "freezeHullIntegrity": true working again I need to know how, thank you 8)
Since alloy is also your biggest restriction on building limiting yourself to one smelter can really stagnate the game. If you haven't already go ahead and build a second or even third smelter to really bump the alloy production up. You can leave them off when you don't have the iron or struggle for workers but that extra production capacity lets you build out the Tiqqun's interior properly fast so it doesn't seem like you're sitting around twiddling your thumbs. You're properly fitting out the Tiqqun to house all the people you'll be finding in the future.
Just keep in mind barracks take power when built but if you power them off people complain. So if a barracks is not needed, tell it to deconstruct, cancel the deconstruct, and pause the reconstruct until you do need it. Empty barracks under construction don't bother people.
Just to point out to those that have not noticed it yet, if there isn't a hull fatigue mechanic, there is almost no practical way to get a game over. It just becomes a walkthrough that you can't lose. And even with this, there are still builds that totally makes you impossible to kill.
Video games are supposed to be a hobby and a pleasure, not a reflection of our challenging reality. But snarky wannabe sociopaths like you can't grasp this point, or pretend not to.
Having said that, to the OP: devs have a right to make whatever game they want, these guys decided to make a very addictive but poorly designed game that's ultimately a waste of time, because just look at how few people complete it. The constant repairs to the ship are acceptable, the insane difficulty of each sector being its own city and all the interlocking systems make Ixion a pain in the ass you shouldn't bother with.