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Currently playing with default 3 starting colonists but with 4 starting robots and this feels like a nice start to me; I've hardly ever had to set my game to hyperspeed due to boredom of waiting for things to get done! :P
Also I trippled the number of colonists/robots found on a large map. Actually found a robot before I've mined a quarter of the map this time! :) Still no people but I figure I'll get there eventually. Note from the future: This feels like too many late game; double would be more than enough I think, I mainly just want to get an extra worker or two early game so I don't know quite how to balance it.
Modded the horizontal storage crate to be 4000 in size and only acept raw minerals and fuel. Micromanaging of storage has dropped off the cliff so far, so, yay! :)
Would really like to be able to mod to start with a deep driller as well. My OCD requires me to dig all the stuff on the map. :)
Yay!:
Minerals chests aren't depressing my colonists anymore! :)
Huh?:
I've discovered rutile and unrefined gold in the research screen; but I don't have any rutile or unrefined gold. Seems... odd?
Pressing space to unpause speed, immediately pauses the game again... sometimes? But when it keeps re-pausing it keeps re-pausing. Weird.
Low on food warning but plenty of potatoes? https://steamcommunity.com/sharedfiles/filedetails/?id=1833314401
Robot Assembly doesn't decrease decor like most of the other builder-things? Kinda makes sense, but also kinda feels off.
No deep mining of sand?
-.-
It would be nice for food chests not to have just potatoes as well. Honestly just the 'emergency rations' in food chests would probably make more sense then potatoes in a box that had supposedly lasted who knows how long. :P
I think my colonists find potatoes depressing; but no-one's killed themselves via stavation so far at least. >.>
Nitpicking:
Missing tooltip: https://steamcommunity.com/sharedfiles/filedetails/?id=1833312363
The cloning tool is broken and our colonists are half-horse since I don't think humans can sleep standing up: https://steamcommunity.com/sharedfiles/filedetails/?id=1833309987
Robot Assembler feels like it needs to much steel? Was expecing more like 15-20 not 25. But that's pretty arbitary.
Deep Driller cost feels too high for it's one-use purpose. Bit of a hard one to balance since it feels like it should have a smaller cost then the worker since it only does one thing; but on the other hand it allows you to get access to a lot more resources; on the gripping hand you get overwhelmed with resources already, especially once you start digging above ground; on the gripping gripping(?) hand you only ever need two of them so 400 research, and 130 tech+fasterners+bioplastic is I guess relatively cheap. /shrug
Build order stalling:
This is hitting me hard on my current playthrough: https://steamcommunity.com/sharedfiles/filedetails/?id=1833315362
Almost every colony day I notice nothing's being built and have to track down what thing is blocking it. So far it's been:
* wall blocked by water
* power line blocked by other things
* building something in an area currently blocked off by dirt needing to be dug
* floor being built over water, the 'far' tile is #1, so the 'near' one at #2 can't be placed to be able to place the far tile.
* low importance but 'expensive' stuff blocking high important but 'cheap' stuff; I encountered this with beds and power lines at the start of this game, but I imagine it was causing me problems late last game as well and I didn't realise it.
Pefect storm of build-blockage I think: https://steamcommunity.com/sharedfiles/filedetails/?id=1833413351 :P
I'm guessing it's this change that's causing building micromanagement:
There probably needs to be more visiblity of the build queue if it's going to be so strict. Plus some way of adjusting it that isn't just "put this single tile to the head of the queue", often I want to force it to the last since it's blocking my build queue. The 'highlighted green' is rather nice, but again if it's a 1x1 tile thing, or underground, it's not that easy to spot as your base spreads out or you're building far out on a larger map.
Often I'll have built a wall or something and want to override to, say, build an electricly line first. Currently there's no way to just say "lay down these tiles with highest importance" I have to run the lines then go one by one increasing their importance so I can get them built in time for me to put a 2x2 object down on top of it or similar.
#insert < lightbulb > Also I think this is why last game my guys all starved at the start. I tend to to throw a bunch of stuff down at the start like beds and a spare generator so I don't forget about them later... but the breaks the build order now unless I micro. :/
Summary:
Game is still fun. Haven't had a chance to go topside on this new playthrough yet, but I've mined most of my large map and haven't encountered randomly starving and dying colonists so far, so I guess some of that is fixed. :)
I plan to change the horizontal container to a large container with a larger capacity.
The research screen will see an update to hide recipe/crop research that require discoveries you haven't made yet. This has been on the list as it doesn't make a lot of sense to have a research project for something you haven't discovered.
Vehicle/robot costs are still on the list to get reviewed and revised.
Regarding the build order issue, colonists should probably skip objects they can't get to. That is an easy fix. While a more robust management of the build queue probably won't get added in this update I can see a low priority button added to move an item to the bottom of the build queue.
The low food notice should be fixed in the latest update.
Colonists occasionally sleep standing up. This is a long "standing" issue. This isn't by design, but I haven't tracked down the cause of it yet. In the mean time it's amusing. :)
Re: containers: I think there's a benefit as well of having a 'stockpile' style container that only accepts raw materials and fuel by default (and you can 'deselect' items if you don't want eg, sand to be collected in it). The quadrupling the size wasn't as much of a benefit as me just being able to build a dozen and not have to fiddle with what they accept at all, since the bulk of the resources all game are the 'raw materials' you collect and they only accepted that I could make sure all the other items picked up went straight back to base.
Re: build order: I think it should also skip down to building things that only cost 'structure resin' if it can't build previous items in the queue. That would mean it would never block things like electricity/water pipes, walls, and most of the floor tiles, which is usually part of the things-blocking-things issues I've had. Or I guess just try to build the walls/pipes/floor object types if possible, that would possibly be simpler logic. It's only the things you try to put on the floor/walls that are usually the expensive/time consuming to manufacture bits.
Also another couple of notes I thought of while torturing the AI getting it to build 3000+ items whilst also mining a quarter of the map. (I think if we ever get true artificial intelligence I'm going to have sit a war crimes trial. :/ )
+5 people per O2 tank seems too much? I initially assumed one extra tank means one extra person supported... but that seems to low. Not that I've really used it, I'm getting along fine with just 9 humans and 9 robots so far this game.
A counter on the HUD for the current size of the build queue would be useful to track of things have stalled or not. And also to work out if you've stacked way too many tasks up which I've got a tendency of doing. O:)
Also I noticed there's an issue with chests spawning on top of one another, like two mineral chests on the same square. I think this might be a side effect of trying to spawn more chests in a small, ruined room, then there is space to spawn them so they all go on the same square or two.
Overall a very stable update so far. Started fresh and havent researsched much yet. Thumb up for the green marking of the blueprint first in queue.
Edit: Graphical error, lights reflect from the lightbulb, on the floor on the outside of the wall. That is lights go through the walls.
Also a typing error in research info panel, at surface exploration. You wrote "to" 2 times in a row.
In the menus when I scroll, the menu content bungee jump back and fort.
Edit: I paused the game while writing this. When I returned, it was normal again.
Editing:
I have 900 watts of power available, but uses 1005 watts. Finally free energy discovered :P
Pathfinding sucks sometimes. When a large number of crates after mining are spread out, the colonist pick 1 crate then go to the other end of the area to pick the next, then back and so on, multiplying walking distance by 25. Same thing when they place building materials in a whole room, the colonist placed resin at 1 wall, then walk out and around the map to access a flor tile, then back all around, even if she could have placed it from inside the blueprintroom without walking in a loop through the base/dirt outside the base walls.
I still miss the abiliti to filter the map, it should be 1 mode to show the map as it is now, and 1 mode when only the ores show.
The manual way is to draw my base on a graph paper when I start a new game so I know which floor tile is over an ore tile.
Thanks for all the great feedback and reports. If you have had a chance to check out the Test Build branch please take a couple minutes to complete the tester survey: https://www.surveymonkey.com/r/DFMLJRG
The worst thing is, the elevator is never in the centre of the map, making it impossible to lay out a symmetric base that fills the whole map.
Edit: they didnt aquire any resources, but was still able to walk away without losing health or power. I cant figure out how to scan anything. (I haven't built a vehicle garage yet- I placed it now, in un-scanned biome.)
The colonist who carry materials to the dispenser, to build the garage, carry almost 1k materials. 20 times her carry limit :)
Edit 2: after building the garage, I cant scroll around on the surface map anymore. Its stuck in 1 position.
Edit forget it: The time froze too in the planet surface map. But the radar antenna animation on the base, and the smoke from the garage, goes as normal.
After saving, quitting and reloading, I cant even access the surface map. I tried exit the game and reload 2 more times, and no surface map.