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If you have under 100 people, keep the trading at a minimum. Dont trade more than about 1 unit for every 5 people in the base. Otherwise trading will disrupt important work and especially disrupt the carrier bots and workers from putting food in the machines.
But as a rule of thumb i have found that one should never allow the population of a base to rise above the quantity of stored meals. Therefore, a base with 300 colonists ought to have at least 300 meals stored in its meal makers (1 per colonist). Any less than this tends to create a risk that the slightest bottleneck in production will trigger a starvation cycle.
As Doggzilla rightly says above too much trading can actually trigger production problems as the game engine give priority to trade distribution and drags colonists away from other tasks.
Again as a rule of thumb I would suggest NEVER trading more than 10 of anything, and to try and concentrate on trading the more valuable commodities such as Guns; Semi-Conductors and Medical Supplies, rather than cheap stuff like food. In fact, I usually create larger than necessary medical laboratories just to make medical supplies to trade.
I also wish for more control over where people work and over storage. My biggest colony went extremely nice until I reached 300 population. Everyone started starving like hell. And it was not because I didn't have enough food. But half of the colonists walked and idled or stayed in the center of the colony instead of spreading out. It caused lack of biologists in some food domes and allot of welfare problems as the cafeteria modules and entertainment modules in that part of the base got crowded. Almost everyone started to starve. Even tho I had lots of cafeterias but some of them barely used. People started getting terrible moods along that for not spreading around.
Then again. Oxygen problems started. The center part of my base has lots of O2 generators and O2 has never been an issue. But then so many people where crowding at the center the O2 levels started dropping bellow so I got O2 warnings everywhere!
In the end people started dying of starvation. Even tho I had lots of food. And this caused a major cascade failure of the population. Killing pretty much everyone. Almost. In a game day I lost around 150 colonists to starvation. Even 1/3 of storage where food (I had lots of bioplast and metal taking the rest). And I even started selling alot of my overproduced metal and bioplast in return for meals. It didn't help. I tried to expand the base with more comfort modules and cafeterias and spreading work around. Didn't help.
Another problem is storage. Some storage modules where getting stuffed up with metal and bioplast. Which is one of the few things you cant limit the production of. I removed storage for food but not the main reason for everyone starving in my base.
Also I agree with number 1. That IS THE REASON FOR MY PROBLEMS HERE.
I made a pretty steady base with steady amounts of everything and it went to hell because everyone started idling in the center of the base.
I also had lots of drillrobots that idled instead of working. Even tho all the mines had free room for another drillbot to work. Allot of other workers idled as well crowding the center of the base causing my problems.
And people always left my telescopes so they could go from 99% coverage to 70% over night.
And intruders are too common. When I had allowed the starport to accept new colonists. Trading ships and visitors. I didn't get enough colonists to grow compared to people daying because of intruders. Even tho I had lots of guards with guns. I couldn't grow my colony until I only allowed colonists to land on my 3 landingpads.
Last edited by Zefnoly; May 20 @ 4:48am
http://steamcommunity.com/sharedfiles/filedetails/?id=930738094
http://steamcommunity.com/sharedfiles/filedetails/?id=930738416
http://steamcommunity.com/sharedfiles/filedetails/?id=930738289
http://steamcommunity.com/sharedfiles/filedetails/?id=930738544
http://steamcommunity.com/sharedfiles/filedetails/?id=930744367
It solved the starving wave so nobody starves anymore. My past canteens have had messy setups with 3-4 meal dispensers. Now half of them are tables and half of them meal dispensers instead. I also made one additional canteen. And finished up a few existing ones.
In fact, looking at your resource report overall all you seem to have to much of everything in terms of raw materials and way too little production capacity.
There is nothing wrong with have a lot of canteens, every canteen should be considered as a meal storage facility. I usually put 6 x meal Makers; 2 x large tables, 2 x potted plants; 2 x water fountains and 1/2 x video screens in every canteen so my colonists are not only kept fed but allso have plenty of happy thoughts whilst eating.
The amount of raw materials you have must be clogging up your storage, but in reality that wouldn't normally cause a starvation problem if you have enough meal makers, as the food would simply be placed straight into them.
What it will do is stop production of steel, bioplastic, medical supplies; etc. as the workers have nowhere to put the finished products stuck in the machines. I'm not really sure why you are making that much end product, but I would suggest switching off production until you have used up some of the excess.
Yep! that's the same configuration I use, but just make sure that the number of meal makers you have are sufficient to hold 1x meal per colonist.
If thats a problem space wise you could probably get away with reducing the number of tables in the canteen and adding more meal-makers. Colonists will even eat whilst sitting on the floor if there are no tables available.
But a fair number of people seems thirsty even tho free drink fountains are everywhere... It seems they rather work. And some colonists travel to the other end of the base to drink passing just by a close free one. The AI in this game seems very problematic as well.