Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Agreed with OP. It was raised a few times already before, in previous builds.
An expected solution would be to have "room awareness" for at least a few assets, like beds and some workshops.
I mean, it would still work placed on grass under the stars, but it would be significantly better to have "floors + walls + roof" around, and maybe even "at least 3x3x2 or so, to give more and better bonus.
That, and later maybe add some "real colony" stuff, like decorations, quality grades (ie, engraved stones would be better than raw wood, but worst than clay bricks), entertainment too : no need to actually visit the circus, but if there is a circus within XX tiles, then the workers would be more efficient.
My suggestion:
Add workstations that are larger than 1 block and need more than just 1 worker. For example a forge that is 3x3x4 blocks large that is more efficent than multiple 1 block smelters and requires less colonists to opperate.
You would have to build a larger area for the bigger smelter to work.
Also adding more blocks and blocks that add depth would incurage building as well. Just take a look at how many different block variants there are in Minecraft if you need inspiration.
I think it’s exactly what i said : it would still work placed on grass under the stars, but it would be significantly better to have [rooms].
moving on to purely building stuff, a lot of it seems to stem from core functions and not numbers. plenty of ad-hoc bonuses and penalties can incentivize more interesting builds but the root of the issue is that the largest falloff in productivity is walking to the job site and bed/job blocks are strictly the most efficient due to near-0 walking optimization. It will be too confusing for new players to offset that major inefficiency with some matrix of production modifiers for specific cases that the game at least right now cannot show to the player.
So take the low-hanging fruit: build into the schedule a fixed amount of time that colonists will use to get food/tools/walk to sites, but will not work. this directly offsets some amount of wasted walk time, so beds can be next door or upstairs with no penalty, and maybe halfway across the colony with negligible penalty. Importantly, this penalizes no playstyle - job+bed blocks work the same (depending where it goes in the daily schedule). This idle time can then hook into some science/colony upgrades and other modifiers.
The second low-hanging fruit: tax the colonists. Why am i not getting colony points from having lots of colonists? I think that colonists should both generate points and add slightly to the base capacity, further promoting growth and expansion. This can help builds by the simple expedient of generating tax when a colonist goes to sleep/wakes up, based on their environment. job+bed blocks give the minimum, enclosed uncrowded rooms with lights and improved beds generate and increase the storage far more. Colony points for everyone, non-prison builds just get more, and all of it is natural and feeds back into the target progression.
Third fruit, maybe not low-hanging. the remaining crux of the problem is space efficiency between the bulk of production jobs that need 1-1.5 blocks of space to work at 100%, and farming type jobs that need 25-100 blocks of space to work at 100% and are required to make inputs for most other jobs. I don't have a precise fix, but i suggest in general offering through science and secondary jobs means of improving the space efficiency of farming jobs. fertilizer maybe that increases growth speed/yield, farming tools that increase harvest rate and eventually harvest multiple plants at a time, container tools that increase farmer storage so they don't need to visit the stockpile as often. farmhand job that can ferry tools and products back and forth for multiple farmers in range? combination farms that can grow trees inside a plot of other plants? forester tools that increases wood yield, tech that increases tree planting density, tool that gives trees a chance to spawn taller? Weirdly, allowing larger plot sizes may increase efficiency with some of these changes if harvesting exceeds overall growth rate, so a single farmer can manage perhaps a 150b farm while producing far more than 2 100b farms with no upgrades/helpers.
Lots of potential, take your pick. with more efficient farms, colonies don't have to pack everything else into the smallest possible area (they still could though). instead of skyscraper farms, you could build metaphorically tall and maximize production through technology, tools, and helper jobs rather than a furious pace of more layers of sky gardens.
I will of course add the nth voice that more jobs should use multiblocks, be directly supported by another job (smeltery +bellows operators, guards + ammo carriers, clerks for scribes) or have requirements. These will all add a lot of interesting diversity to builds, even if it just adds 2-4 different kinds of job square crowding at bare minimum.
Now while i think that bonuses/penalties are absolutely not a fix, they can definitely be powerful secondary supports to a more fundamental mechanic change. Carrots are better than sticks, but 1-2 sticks are definitely good to have if they are clear. the problem with modifiers is that they are complicated and hard to visualize, so fewer is better and ideally only those that can fit into a job/block tooltip ('flax grows faster with a beehive in 10' or similar). These can be modifiers to production of the job, to walking speed, maybe chances to save input materials or produce extra/not use tool durability, as well as from my #1 and #2 to commute time and taxes (less idle or more idle cutting into sleep hours, generating more tax/storage)
Carrots:
bonus to colonists with a nicer room (size/materials/crowding)
bonus to colonists with a decorated room (upgraded bed, cosmetic storage, water, chair)
bonus for good lighting, varies by job (also can work as a stick)
bonus for environment - farmers/farms want excess grass and beehives (flowers/natural pollinator blocks would be great here), forges and fires need a skyline and no nearby wood, scribes need a full roof and walls, etc
bonus for diversity - not having one giant battery for job X, instead synergy between ex. scribes and writers, grinders and cooks, all with very short range
Sticks:
penalty to colonists working within N distance of a bed (visible only?)
penalty/requirement of light level (scribes/writers/researchers and miners mainly)
penalty for environment - malus for excess jobs at high density, too many farms of the same type next to others, farms surrounded by stone/snow/sand
I think all of this would be awesome. Usually when I plot out job blocks I angle for pure efficiency, and so the placement pattern for job blocks, crates, and beds you describe is pretty spot on. When .90 dropped a couple of friends and I played, sharing a colony between us. As you might imagine, there is a LOT of idling when you have three people in a colony. Because of this, we started actually building structures for job blocks and beds, putting jobs together which seemed related. Of course, this was purely aesthetic- putting a smelter and an anvil together serves no functional purpose- but it felt like there was an actual smithy rather than just rows of jobs.
Having those complementary blocks to encourage such aesthetic builds would be neat, and perhaps even allow for more interplay between jobs. An example would be placing a wood chopping job near your smithy, then designating a drop off point where the worker will deposit firewood. Benefits of doing so rather than just using crates could take many possible forms. Perhaps there's no delay in removing wood from this stack, maybe it auto-fuels the furnace, maybe this wood is drier than crate-bound wood and so it burns more readily which accelerates production. If you went the required route, perhaps firewood can only be placed in these drop off zones, and if they are placed outside (exposed to weather) the wood deteriorates over time or is rendered unusable until it is out of weather for a time.
Obviously, a lot of work would have to take place to institute such systems, and in the end people will always find cheese. Personally, I feel as though such systems could reasonably be developed over the next year or two, perhaps for a full 1.0 release of the game. These systems would appeal to people who enjoy other colony management games, with Rimworld being the obvious biggest candidate. Rimworld's workflow works so well because everything matters but there is a huge variety in how you run your colony. You can run a kitchen in your storage area, sharing a space with your butchering table and keeping the area constantly 0 degrees. If you do so your colonists will constantly be sick from food poisoning, and if you don't refrigerate your storage space (which will be increasingly large) then food will rot, whereas a dedicated food zone with refrigeration is far more energy efficient. That level of complexity which has multiple interconnected variables may be excessive, but something more basic such as simply having a block boost a job in some way is certainly attainable, and having building requirements for maximum efficiency will naturally lead those with the min-max mentality to actually put effort into the colony's design rather than just its pedestrian layout.
I will now list off a few specific examples with both a complementary and a required version of how jobs could interact. Both can be implemented, with complementary blocks boosting above 100% of productivity and required interactions being necessary for 100% productivity, which will make more sense with the first example.
1) Bees can synergize with farmers by both giving and receiving a bonus to productivity.
Complimentary: The bees have to travel less distance to find plants from which to draw nectar, so they make honey faster. As a side effect, crop fields are more readily pollinated so they mature faster. Alternatively, such pollination boost could cause individual plants to have a 10% chance to yield a double harvest, thereby increasing your total harvest. This second boost may be more helpful to players, as a 10% boost to growth rate is meaningless if it still means a crop matures in the night when harvesting is obviously not going to happen.
Required: fields without bees could have a 10-20% chance for a space of crops to fail, as that square was never pollinated. This means that a field will only have 80-90% efficiency, requiring pollination for a guaranteed 100% crop. This doesn't completely hamstring the use of wheat or flax, but it does encourage the min/maxer to put an apiarist job near a field.
If implemented together, the two modifiers to productivity from bees to crops would be both visually and economically impactful, incentivizing both aesthetic and min/max players to associate the two jobs. This yields fields which are not simply massive blocks of 10x10 patches, but instead a mixture of field sizes. Because of their complimentary dimensions to other smaller job types, bees could also promote integrating chickens and berry plots into such monocultures as a function of space maximization.
2) wood choppers can have designated wood stockpiling zones ("woodpiles") which boost anything which uses wood as fuel. Each lettered example is distinct, though some can interrelate.
Complimentary: a) woodpiles are produced as blocks which can be placed, with nearby simply conferring a 10% speed increase, probably the simplest to implement. b) woodpiles are an actual stockpile zone which visually increases with fullness (logs stack atop each other for every X number of logs in the stockpile). This stockpile
Required: a) firewood stored in the stockpile becomes "damp firewood". This in turn could yield either longer crafting times or 1-2 more wood per recipe used in the furnace or oven, with a similar system being used for other fuels. b) the crate stockpile simply doesn't allow for storage of firewood.
Again, the focus here is both visual and economic boosts which enhance both aesthetic and efficient players.
3) Miners benefit from well lit areas
Complimentary: being in a bright area increases mining speed
Required: a) Miners mine slower b) miners sometimes accidentally mine stone instead of ore c) miners break tools more quickly
Really, lighting can apply to all jobs. There is currently no incentive to light a place up as monster spawns are unaffected by them (which is a good thing imo) and you have a personal light. That said, the goal of both improving aesthetics and productivity remains the focus of changes, which I believe lighting-based productivity modifiers would do.
Lastly, implementation of these mechanics. If the system is too opaque for a player to figure out, it simply won't be fun. In this case, perhaps a system could be implemented which not only helps people understand these new mechanics, but also actually interact with the colonists. This would be achieved by giving workers floating dialogue boxes when interacted with which hint at their needs. For example, a farmer without bees could say "Seems like we're just not getting enough pollination out here", or "pollinating by hand is such a chore" (perhaps explaining what farmers are doing just walking around fully planted fields) or more bluntly "Bees would probably stop these crop failures we've been having". The goal would of course be to merely hint, rather than outright say, what could be useful. Rather than "I need a woodpile", the colonist would say "If only I didn't have to keep digging around for wood in the crate" or "I wish I didn't have to use damp wood", hinting at how the job could be optimized. This would in turn give some life to the colonists, which currently just stare into the void. Such interactions would give you as the player something to do in the production downtime, going around your colony to both pursue efficiency and actually talk to the NPCs. This system would add depth to the game without adding opaque tedium, making the game more fun players regardless of whether they are min-maxers or aesthetically focused. Old players will still be able to get away with some of their methods while being encouraged to pursue new ones. New players will be greeted with a more nuanced game which has less idle time and more interaction.
the movement speed could also have the effect of not needing a job block right behind every worker if they keep the buff all day you could space them out more giving the player the option to have a more aesthetic build without sacrificing much productivity
I don't actually have the game yet, but am a huge Oxygen Not Included fan, and the way that handles rooms is a very good concept. If you give the characters a bedroom they get a morale buff, as does making it prettier with other furniture and decorations, and when they have high morale they are faster and more productive.
Simple:
Give us better building tools.
Most important: A blueprint system.
Extend the Digger/Builder Jobs by giving the option to specify how big and how deep the area should be in addition to the existing selection system.
Make different geometric shapes possible. (Circle, ...)
Give the option to set some kind of markers so we are able to align buildings, walls and paths in an easy way instead of having to run multiple times over the field painting everyting with straw.
I often use the digger area as marker, but they are not allowed to overlap so I have to use straw again.
Better than forcing to build specific things is to give tools and options to follow the own creativity.
- Zombies should be able to attack blocks, and only certain Tier of zombies should be able to destroy certain blocks (e.g., Tier 1 zombies can destroy leaves, but not stone walls).
- If they have an easy path to the flag, they will not attack blocks, but use the "easy way".
- We should have doors, which they would be able to target, and be weaker than walls.
- Zombies should also be able to spit up to certain height in arc, so you would need walls to stop them. Spit is weaker than melee attacks, but if they have villagers in range, they will attack them before going in.
- Certain jobs could have bonuses when being enclosed in a house (building with walls, roof, and a door), and grouped together or with certain other jobs. That way the game incentivizes you to create themed buildings.
All the above would help what we already have. I have other ideas, but would be much more complex / would have to be thought more in order for them to be fleshed out.
For example, recover happines to some extent but in a different way, having certain furniture in the room, quality food, etc., meaning that happy villagers may work longer hours / faster, so there is also a benefit for doing that other than roleplaying.
Those solutions work for you creative people (and also would be nice to have too, but is not the key point of this thread).
Practical people just want for the game to need arranging things differently also for gameplay purposes.
Add level up, training facilities, perhaps track townies age?
Social areas, temples to create miracles (harvest boost, bonus damage, walking speed bonus etc.) which are completely optional, but can speed up progression.
Require to nominate leaders, lords which will have additional needs like special rooms? Failing to provide could have negative effect to performance.
Add quests, adventures? Send townies to explore, fight boss spawns?
I'm not asking for Rimworld/Dwarf Fortress here, but having added complexity could make it a more interesting game.
You guys are not the fastest developers around :) Anyways, have a great 2023!