Plan B: Terraform

Plan B: Terraform

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Game suddenly turned into creeper wars with water
So the elevator just spawned near a city (big ass hill between but whatever. So foolishly I put the research centre there.

Then when water came i had it blocked in time, however the water level just kept rising. I put 4 layers of wall with pumps each layer, but the water just magically kept over coming each layer, even tho the atmosphere changed next to nothing, the temperature stayed on -4.4 not changing, the water somehow still multiplying, eventually wrecking the city production and everything and it just GG.

So what actually stops water? And yeah the city can grow "away", but the issue is that the city always tries to build into the water that changes ever so slightly so it opens up a spot, they plop down a building there then gets flooded, and this is on a large area, keep killing people continously and im stuck. And if I try to raise damns inside the city the water just decided to gather literally around the damn walls.

I tried to use regular water making pumps to keep the city clear, but the magic water keeps overflowing and run down even the pumps.

I literally tried everything. This feels like a legit game breaking buglike thing. If the elevator spawns near a doomed city, you very nearly completely ♥♥♥♥♥♥.

Unless you expect the player to completely move over a city unique complete production field, which he might not even able to do, cuz now water everywhere.

Its not just that, likelly half the planet now under water and i dont have ship tech yet, what the actual ♥♥♥♥? I have to go around a big ass vulcano, but if that gets flooded i literally have only the poles as my travers point. It takes like a year to go around that holy hell.

I need something to deal with the magical water.

https://www.twitch.tv/videos/2418780047

Around 2:10:00 when ♥♥♥♥ starts to hit the fan. (brightness is HDR issue soz)
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Showing 1-4 of 4 comments
Gaddy Games  [developer] Mar 29 @ 4:53pm 
First, don't worry about your pop, the water does not kill it. The city hex will just move away.

About the water, of what I could see in the video, you tried to stop a river from downstream : so as water continue to come from the mountain , it's level will rise and go over any wall you would build (like in reality).
Don't try to stop a river: you can simply let it go through your city, or you can divert it (but don't stop it) in order to avoid some industries you would have .

Water is not magic : any water area evaporates, it creates cloud, winds make them move and clouds make rain (you can see the clouds in the furthest zoom out - any area with clouds will get rain).
Then water on ground always move to the lowest neighbor, first as underground water, and when enough of it ot becomes rivers.

So to divert properly the rivers, you have to understand how is the slope, how will the water will go. Then with walls and dal pumps you can do avoir anything

However in v1.0, we'll add a creative mode (that you can activate anytime) with special tools to remove or create water streams, etc.

Don't hesitate to join discord, it's easier to share screenshots to better discuss your situation (it's hard in the long twitch video to see what is he problem exactly)

PS : about initial water release : the higher the temperature, the more water will appear, but it takes some time : so even if you stop the SF6/NF3, you'll still get more water for a time (you can see the numbers in the f9 debug infos)
PPS : the ship is probably going to be unlocked earlier, in a future update
Last edited by Gaddy Games; Mar 29 @ 4:58pm
csatrad Mar 29 @ 7:38pm 
Y, after a rest it kinda figures with a cool head.

I just gonna have a river across the city, actually IRL its common all big cities have rivers in them.
Also I realised that I shouldnt delete busted housings, they stop furthure deveolpment. Looks bad, but meh.

The whole thing just hurts senses you know. This game offers a clean pallete to do a perfect world, and stuff like that just ruins it, and forces you to accept nature. i guess tech and the lore explains we are not all powerfull yet. Its a headcannon anyways, stings still.

I do have a feedback apart from the ship. It is a minor change but i think is important.

TLDR;: when elevator first ask for tube change q from total population to highest pupulation in a city to more easy transition out from reinforced concrete to nanotubes.

When the elevator spits out free seeds the quest is raise total population. Now thats fine, seeds allows for food, its plentifull to feed all 3 cities and even get some stock for trees later. Its perfect.

However the next quest when ask for a single set of nanotubes is again total population. Now I HIGHLY suggest you change this quest from total population to population to biggest city.

You see there is a very unexpected wall you hit at this point (where my flood issue also come so it really highlighted the issue).

You can only generate nanothing from a single city due to research building. It is linked to population of THAT city. Now this city not just have to feed itself as it needs nanotube too, but it also now have to feed the elevator, as it still needs seeds for food , atop of that you also need seed for the other 2 city still for food. So an absurd amount of nanothing must be produced.

And here comes the catch, your other cities want nanotube now. So that city now have to make enough for itself as it continously growing, for the elevator to get seeds for 3 cities one of growing rapidly and ATOP all that also the other 2 cities.

Then the elevator ask for double up. With a quest for total pupulation AGAIN. So feed a double elevator, itself and 2 other cities. ALONE, not gonna happen.

So basically by changing the quest when the elevator just starts to ask for nanotubes to population in highest city would help the player to setup a powerfull main city and find the next quest more managable, otherwise its a huge strugle and a big grind gap too.

Yeah give us ships when you give us trees. Trees along water anyways, ship is perfect "lore" to sail around and plop them on the shores.
csatrad Mar 29 @ 8:14pm 
So i decided to sack that city. Turns out even if i delete the entire thing off the map, it still locked to be the research center specialised city. So now my whole run is bricked by that, cuz i cannot produce nanothing.

The inability to respec a place and the need to decide on it before the water comes in a "normal" run. Y the quest said i should ramp up gas creation.

Maybe add a at least -5 degree global temperature quest before the research factory? So the player can see which city is F-ed before specialise any of it.
Gaddy Games  [developer] Mar 30 @ 3:03am 
@cstrad:
Hi, i saw you join the discord so I'll just answer briefly here - we can continue to discuss it directly on discord

- You can delete or keep the broken houses, it's the same. The city might try to recrete over them or not, it won't change anything to your population - drawned city hexagon do not reduce your city population

- About the city elevator "global pop" objective. I'm surprised you need food and nanotubes for the other 2 cities! Usually, we focus on 1 city, and the other are behind - so they do not need neither food nor nanotube, not before a long time. You can totally push your 3 cities at the same time, but it's indeed more difficult. Focusing on 1 city is actually what you suggest, i think, with your change of objective. But you can do that without objective change. You'll be forced to increse the pop of city 2 and 3 only to get enough of research centers 2 (food) and 3 (energy, later) productions, but not that much - you can keep those city 2 and 3 much smaller than your main one (you don't need that many various seeds)

About change speciality, we can already in versin 0.9.2, for now only on beta (you can activate it on the steam properties of the game) and in a few days for everyone.
We can continue the discussion on discord, easier with screenshots, as there are different points here, all interesting
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