The Crust

The Crust

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CookieJoe Oct 1, 2024 @ 1:41pm
need of everything to be repaired
Huston we have a problem!! v94.19
The constant need of everything to be repaired has made it unplayable,
waiting for a new update :(
it can be played but sell and buy is not my style just to survive. i like stockpile and play :)
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Showing 1-15 of 20 comments
Annonymous Oct 1, 2024 @ 2:04pm 
It does require you to build up your infrastructure to supply an excess of material. And to research the auto-repair functionality of your bots.

Yes, things still break frequently, but hopefully you've been increasing the number of drones to help keep pace, to haul your excavation miners as they increase your underground area, and to help load the cargo vessels as you sell things.

Certainly is a bit of a balancing act, sure.
Naustghoul Oct 1, 2024 @ 5:33pm 
I am going to agree with the OP on this one. I do like the mechanic, but it seems to need some tweaking after this last update.
Othobrithol Oct 2, 2024 @ 6:07am 
It does improve once you research the late game tech. It feels like the after tech rate is closer to the prepatch pretech rate. I do notice an awful lot of repairs shortly after loading a save, so maybe there is also something going on in the save files.

I certainly don't think it makes the game unplayable, but it does need to be toned down a bit for the sake of new players.
Laserak Oct 2, 2024 @ 2:00pm 
These machines are made of cheap glass, and break constantly.
Rhekis Oct 3, 2024 @ 1:18pm 
another thing ive found is to get off using drones to transport to cargo delivery asap ... build the elevator and flight control deck so your drones can keep repairing. also gotta make sure you build up your capacity to produce the items needed for repair and not building advanced stuff you cant make yet.
sgt.greywar Oct 3, 2024 @ 1:31pm 
Originally posted by Othobrithol:
It does improve once you research the late game tech. It feels like the after tech rate is closer to the prepatch pretech rate. I do notice an awful lot of repairs shortly after loading a save, so maybe there is also something going on in the save files.

I certainly don't think it makes the game unplayable, but it does need to be toned down a bit for the sake of new players.


The simple and easy fix is to remove the mechanic entirely. There are I think a grand total of *2* techs related to this silly thing and both are just there to solve a false problem created by the game for no additive reason.

The mechanic adds nothing but frustration and irritation.

Get rid of it and replace the 2 techs with something that is actually interesting and engaging.

There are already plenty of frustration points in the game from the unintended bugs. No need to intentionally add to the frustration levels with dumb stuff like this.
Last edited by sgt.greywar; Oct 3, 2024 @ 1:31pm
shiva Oct 3, 2024 @ 2:56pm 
I agree the mechanic is pretty useless. There are enough things to keep track of, in fact, I find with the lack of QoL and clunky constant clicky interface that I am overwhelmed and that the games play length is grossly artificial in length. I'm in the middle game, and there is just too much to do, and the micromanagement is too much, especially with the repairs constantly killing your resources.
What really strikes out to me though is as a coder, who has written 25K lines of code, is the apparent lack of error catchers in this game. This is beginner stuff, just a simple flag that counts how many repairs are needed at once, and have a forced setting to prevent the repairs going over the max amount the developers want. I always add error catchers for this reason, because coding is hard and it's easy to make a mistake or miss a variable etc.
Laserak Oct 3, 2024 @ 2:58pm 
Originally posted by sgt.greywar:
Originally posted by Othobrithol:
It does improve once you research the late game tech. It feels like the after tech rate is closer to the prepatch pretech rate. I do notice an awful lot of repairs shortly after loading a save, so maybe there is also something going on in the save files.

I certainly don't think it makes the game unplayable, but it does need to be toned down a bit for the sake of new players.


The simple and easy fix is to remove the mechanic entirely. There are I think a grand total of *2* techs related to this silly thing and both are just there to solve a false problem created by the game for no additive reason.

The mechanic adds nothing but frustration and irritation.

Get rid of it and replace the 2 techs with something that is actually interesting and engaging.

There are already plenty of frustration points in the game from the unintended bugs. No need to intentionally add to the frustration levels with dumb stuff like this.
Agreed
Naustghoul Oct 4, 2024 @ 5:16am 
I will play devils advocate (I REALLY do not want to, but meh it is early) the reason for this mechanic is to propagate the story line. If you just make a terrarium, then you will not feel the need to move out onto the surface and gather more and more stuff and eventually hit the 'MDR' trigger that starts the final chapter of the game. Making a resource sink is a low cost way to make this happen.

However, it should be modifiable via a slider (10%, 20%, etc...) of how much it affects the player.

I like to make homeostatic builds in all my management sims with them having an ability to expand, so I can feel the frustration of this mechanic, but it is still an EA title. And if we are reasonable and loud enough with these comments the designers should take that into account.

See how early it is in the morning for me? I just asked the internet to be 'reasonable' :D
sgt.greywar Oct 4, 2024 @ 9:35pm 
Originally posted by Naustghoul:
I will play devils advocate (I REALLY do not want to, but meh it is early) the reason for this mechanic is to propagate the story line. If you just make a terrarium, then you will not feel the need to move out onto the surface and gather more and more stuff and eventually hit the 'MDR' trigger that starts the final chapter of the game. Making a resource sink is a low cost way to make this happen.

However, it should be modifiable via a slider (10%, 20%, etc...) of how much it affects the player.

I like to make homeostatic builds in all my management sims with them having an ability to expand, so I can feel the frustration of this mechanic, but it is still an EA title. And if we are reasonable and loud enough with these comments the designers should take that into account.

See how early it is in the morning for me? I just asked the internet to be 'reasonable' :D

Fair...

I would agree too if the subsurface's mineral and ice deposits were not finite resources. since they ARE finite though the completely negates the need for a separate mechanism to drive expansion.

You cannot make a homeostatic base here without progressing to the overland map which is tied to progressing the storyline.

Even were this NOT the case, the right move would be to use the calendar and tie it to key storyline dates to prevent turtling (frankly this needs to happen anyway since right now you can literally stretch the timeline to crazy limits (like the crew of Hope-2 not evacing to the surface until 5+ YEARS after the damage occurred etc)


Even in sandbox it does nothing since again, your expansion is driven by the fact that deposits are finite.
Othobrithol Oct 5, 2024 @ 6:14am 
I for one don't see this mechanic as a necessarily bad thing. It adds a bit of pressure and suspense to the early to mid game. Mid game and beyond you should be producing more than enough surplus material for repairs.

The underlying problem is drone behavior. If drones were prioritizing repairs (or even better, performing preventive maintenance) nobody would be complaining, but instead (as we all know) drones are a bit wonky with their priorities and might very well be instead interrupting the loading at the flight control center, or hauling regolith from random far corners.

Perhaps a slight modification - set max durability to 150% of current values and trigger the "summon repair" event at 50% left, rather than 0%. That would give the drone queue a little slack time to get to the repair before everything grinds to a halt while still maintaining the same material costs. Or even just give them a timer when the hit 0% before they shutdown.
i-ko Oct 22, 2024 @ 2:21pm 
To add on this, im now stuck with concrete fabricator needing iron to be repaired and my iron smelter needing concrete block to be repaired to.
And you know what's fun ? I have none because i was building a big room that's sucked all my ressources.
And im just starting the game (1h)
Almasty Oct 22, 2024 @ 2:41pm 
Take down a battery or solar panel or storage unit. Been there done that. I found that the worst breakage occurs when you have been playing a few hours. Save game and log out. Take a break. then come back log in and it works itself out.

This also gives you time to re-align your self. Calm down a bit. Come here and read some threads, enjoy the follow gamer's hardships, and maybe help someone or at least agree with them, maybe figure out how something works. Just my 2 cents.
Cheers
Agent707 Oct 23, 2024 @ 8:30pm 
I mean... researching the auto-repair didn't fix this for you all? Is this something that "just got implemented"?
I didn't have this issue 1 hour into the game. :|
Almasty Oct 24, 2024 @ 8:03am 
After a couple of hours the breakage get worst. You might have 20 plus things broken and in need of repair. Your drones are doing multiple things and won't be able to keep up. Like loading 2 big contracts and all your solar and batteries start breaking. Then all your extractors break, all refineries decide to break also. It seems everything has worn out all at once, and you have to micro manage the drones to get them fixed. This is what people are complaining about.

This is when you start getting frustrated. I found at this time, it is best to just save and log out for awhile. Take a break, let your thoughts calm down and do something else. Then come back and it seems that it fix's itself faster and and you get back on track with your game.

Cheers
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Date Posted: Oct 1, 2024 @ 1:41pm
Posts: 20