Surviving Mars

Surviving Mars

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Nebaddonn Mar 27, 2018 @ 6:58am
Electronic factory
Paradox, pls, fire that idiot, who designed repairing of electronic factory with its production. Baron Munchgausen applause.
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Showing 16-30 of 30 comments
Mansen Mar 28, 2018 @ 12:02am 
Originally posted by Name Lips:
Dang people are almost going full Dark Souls on people here. Soon all these discussions will just be "get gud" over and over again.

To be fair there's a LOT of threads about people not understanding basic game concepts, and complaining about them, demanding they are simplified even further - That kind of annoys those of us who "get it" and have no issues understanding and playing by them.

Like I have already said, having a building rely on its own production to maintain itself is only a problem, if your total production is exceeded by the maintenance costs in the colony (Which you can easily keep track of in the colony overview).

If you want to ensure a specific Electronics Fab keeps producing, you can raise the priority to ensure full staffing at all times, as well as click the maintenance button a bit early to reserve electronics parts if you're in full on crysis mode.

And if everything goes to sh- you can always send an emergency rocket with electronics for the factory to reboot it.
rightfn Mar 28, 2018 @ 4:22am 
The electronics factory doesn't require much power but the manpower requirements and electronics maintenance are such that you have to have the worker base to run it at a high level of productivity in order to make it worth using.

I found this out the hard way in my first game. If you can't staff a full shift (even with non-specialists) you probably shouldn't be operating it.
rightfn Mar 28, 2018 @ 4:30am 
Originally posted by Mansen:
I find it somewhat sad/hilarious how something this simple screws over players. All you need is to raise priority on an electronics factory and build up a storage of it. Keep the occasional eye on it, to ensure it keeps getting maintenance parts.

Or you know... buy some from Earth.

Your recommendations are good ones. I think some of the difficulty comes from the fact that raising priority on a workplace building actually has multiple effects simultaneously. Players may not notice all of them and not realize the full impact of using the priority system

Priority has the following effects that I can think of
- Building is prioritized for power and water/oxygen
- Building is prioritized for consumable input materials
- Building is prioritized for maintenance (this is the critical one for electronics factory)
- Number of workers is prioritized, AI will try to fill all open work shifts, which can cause severe work shortages in lower-priority buildings
- Worker specialization is prioritized, AI will try to fit the correct specialists here first, other buildings needing this type of specialists will suffer

Sometimes a player does not want ALL of these effects but I think the current system is OK to work with as long as the players understand what they are getting.
jussr Mar 28, 2018 @ 4:35am 
Originally posted by rightfn:
The electronics factory doesn't require much power but the manpower requirements and electronics maintenance are such that you have to have the worker base to run it at a high level of productivity in order to make it worth using.

I found this out the hard way in my first game. If you can't staff a full shift (even with non-specialists) you probably shouldn't be operating it.
Yep. Like mansen said, turn the priority up, and if need be, close other buildings like extractors to free up more workers. Also, if you're not running it constantly, babysit that thing; keep an eye on its deterioration and turn it off only when it's not going to make it through another staffed shift without needing repaired (estimate about 5% deterioration per shift). Using 3 electronics to repair it and then turning it off two Sols later so it needs repaired all over again the next time you want to make more electronics is a waste.

My general rule is to try and keep at least 10 Sols' worth of electronics for maintenance in reserve, plus an extra three for the factory itself.

Also, FORBID IDIOTS FROM THE DOME IT'S IN.
Darkaiser Mar 28, 2018 @ 5:41am 
Hate to say it, but I just use a mod to change the maint. timing. The idea that we would send anything to Mars that lasts only a few days before needing to be repaired is crazy. It's totally unsupportable. I don't object to the fact that the Electronics Factory uses Electronics to maintain itself so much as I object that something gets shipped to Mars that can't survive being there, under a dome, protected and secure, for more than a week.

If this is how the devs instill the drive to survive then they really need to go back to 'developing tension in a setting' school.
jussr Mar 28, 2018 @ 6:02am 
The game measures things in Sols because that allows a day/night cycle and fits better in terms of drone and rover travel times; in terms of colonists and building maintenance, a Sol should basically be considered a year. So the electronics factory needs maintained roughly every six and a half years.
becephalus Mar 28, 2018 @ 6:51am 
You could just scrap a couple things...
Eagle_of_Fire Mar 28, 2018 @ 7:35am 
Another thread about this? I swear, this is about even in stupidity than the "this game suck because we can't interconnect domes" argument...
T-Rex_MD Mar 28, 2018 @ 7:36am 
Originally posted by Eagle_of_Fire:
Another thread about this? I swear, this is about even in stupidity than the "this game suck because we can't interconnect domes" argument...

This game sucks because I suck, you suck, we suck, they suck, ......
Eagle_of_Fire Mar 28, 2018 @ 7:37am 
Exactly.

This get even more ridiculous when I play a 475% game on my second game ever and yawn all the way in because the game is so frigging easy... Then you get threads like this...
T-Rex_MD Mar 28, 2018 @ 7:39am 
Originally posted by Eagle_of_Fire:
Exactly.

This get even more ridiculous when I play a 475% game on my second game ever and yawn all the way in because the game is so frigging easy... Then you get threads like this...

Yeah, made a post about that and said it's too easy, received no comment, I thought I was on my own thinking that. Sol 570+, got 2000+ of everything, nothing left to research, no end game, so many domes, killed all the male population and replaced them with robots ... solved everything, there is nothing left!
Wantoomany Mar 28, 2018 @ 7:58am 
I just don't understand the people wanting to take the game play out of the game. Requests like no maintenance, easier maintenance with easier to get materials, interconnected domes because restrictions and choices are hard.

The best part is, in most cases, once these people get what they want. They will be the first to abandon the game and complain how simplistic it is.
rightfn Mar 28, 2018 @ 11:25am 
Originally posted by Wantoomany:
I just don't understand the people wanting to take the game play out of the game. Requests like no maintenance, easier maintenance with easier to get materials, interconnected domes because restrictions and choices are hard.

The best part is, in most cases, once these people get what they want. They will be the first to abandon the game and complain how simplistic it is.

They are probably frustrated. Depending on how much experience a person has with games in general, plus time they have to play, I understand and it is OK for people to think 'game should be changed'. It is OK to wish for the game that you want. Doesn't mean you'll get it :)

My opinion is that the first question should be 'how are other players dealing with problem _____'? If there is an answer, then try it and see if playing the game that way is fun for you. If not, go nuts with your mods, etc. There is no wrong way to have fun (well, in a non-exploity or single player game).

Maybe the game could have done a better job of helping the player understand the mechanics and prodding the player to try that solution. I think the problem with the one-million-and-one 'domes should be connected' threads is not that all those players are dead set on the opinion that 'the game must have it', it's that the game did not go very far toward explaining 'the game is designed around the idea that you will not have it'
Last edited by rightfn; Mar 28, 2018 @ 11:27am
T-Rex_MD Mar 28, 2018 @ 11:29am 
Originally posted by Wantoomany:
I just don't understand the people wanting to take the game play out of the game. Requests like no maintenance, easier maintenance with easier to get materials, interconnected domes because restrictions and choices are hard.

The best part is, in most cases, once these people get what they want. They will be the first to abandon the game and complain how simplistic it is.
You are right except about domes beingf connected, it should have been there to start with and this game is missing so much but unlike others, I'm sure the devs are creative and they are going to add a lot of goodies!!!
Eagle_of_Fire Mar 28, 2018 @ 11:30am 
It... is... an... intented... feature...
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Date Posted: Mar 27, 2018 @ 6:58am
Posts: 30