Space Haven

Space Haven

Spacefarers won't notice decorations (but only on vacuum ship)
spotted this while playing.

made a vacuum ship for industry; hallways open to space, machinery areas 1°C/33°F just above freezing to avoid slow functioning, and a central area for humans with proper O2/CO2 and 22°C/72°F heat. the only other O2 in the ship is what apparently leaks out when spacesuit doors are opened* or generated by composters composting?

naturally I transferred my Spacefaring trait crew to that ship since they won't complain about working all shift in suits; and noticed this. <scratching my head> OK. I save, manually remove character condition #3361 from them, just to be sure... and it comes back.

this ship has just one leisure room, most parts of that area generate leisure 70, with a planter directly in the center of the room (must pass within 2 squares to eat/drink or to sit down), 6 green walls, 6 art, plenty of lights, etc. no obvious reason why it's recurring.

another thing, they all have claustrophobic, even though that's weird for a Spacefarer who can live in a space suit all day, personally thinking that was bad trait planning; but, nonetheless there are a couple hull windows - they just never stand at them and admire space, being that it's a just a teeny bit (lethally) cold, and they have to stand at them in their suits. is experiencing claustro a mini-mind break, preventing them from noticing decorations?

something about this combination though won't let "no decorations" ever clear, and brings it back even if I manually clear it.

(* there's also a strange effect where O2 and some warmer-than 1°C/33°F conditions eventually gets almost everywhere, first in weak, then quite strong concentrations, even with all hatchways sealed vents and human-safe living areas only accessible by spacesuit doors, with airlocks set to not allow refreshing O2. red oxy 0 regions will, in just a few days, reach 25, then 50, etc... who's wasting precious oxygen?!

also why do machinery quickly break in the presence of vacuum but still having above-freezing temps, too?! that's unfair! if the heat is only through some kind of air handler devices, we need non-radiant heat via fluid jacket piping / electric coils / etc. heat generation for areas without atmosphere. but, that is a topic for another thread.)


thanks for reading.

Spacefarers not noticing decorations 1
https://steamcommunity.com/sharedfiles/filedetails/?id=3479467988

Spacefarers not noticing decorations 2
https://steamcommunity.com/sharedfiles/filedetails/?id=3479468297

edit: typos.
Last edited by Death Approaches; May 10 @ 10:52pm
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Showing 1-9 of 9 comments
Synopse May 11 @ 4:23am 
Interesting. This has never happened with my game. I'm just building two green wall decorations in the break room along with a large hull window. It should be suffice. Must be something very specific in your game. Maybe the breaks are too short to actually look at them?

Edit: I checked the images. And you have enough time scheduled. So maybe something else?

Edit2: I would recommend to sent an ingame report using F10. So the devs can analyse your save file, what's going on.
Last edited by Synopse; May 11 @ 4:26am
The pictures are actually unaccessable for viewing.
The green shrub is one of those that crew, most of the time ignore, and "view as decoration" the least times.
Effectively you have only a single decoration in your ship, that shrub.
Why are the pictures inaccessible, Because they are by couches. Couches act differently from chairs a bit in my experience. (So only thing you should behind them is wall lights)

You can place some decorations in the rooms, or outside the corridor where their rooms are. That helps.
Synopse May 11 @ 6:25am 
Right, totally forgot that they have to be able to look at it.

Pictures are working fine for me. Maybe a temporal issue?
pics are public and my profile is not locked down, no idea dude. Syn can see them. :-)

there are planters everywhere, even in work areas (usually dead corners even though they provide no benefit to work time moods)

I'ma figure it out before I do a save zip and upload, I'll try removing claustro manually too, see if not having that un-blocks the ability to see the entire room is filled with decorations, as my first test... I'll also try expanding that O2-safe zone and make a hull "hollow" so they can peek outside through a hull window (even though it'll be like an NYC airshaft "window" that just looks across to a brick wall mere feet away you can touch, it's still technically a window. the code probably isn't that deep that it has to be an outside edge hull.)

edit: preliminary testing with other trait crew (sent over a nycto, lazy, and moody) and all get claustro too, but do not get no-decorations, so it seems it's with spacefarer only, so far.
Last edited by Death Approaches; May 11 @ 8:20am
Synopse May 11 @ 7:41am 
The last time I had cutouts in my hull to put windows in, it worked. (IIRC, it was A18.) I had also noticed an increase in energy consumption for air conditioning. But I think it works differently now, since they reworked how radiation of a hot system heats up the hull.
yeah it's not applying the laws of thermodynamics here, specifically 2nd, I mean it's a game mechanic. :-) noticed that, when heat can't move to cold, it should encroach evenly but corners take either 1.414x (RMS) or simply 2x the "cold power" to overcome, but it's fine, as long as the construct we're operating in is static and across-the-board for everything, we adapt.

the whole lesser energy consumption though is why I'm running everything one notch above freezing, with thermal units on transition walls a couple degrees warmer to increase thermal recovery rate when a dumbass bot stands there with the door open too long...
Originally posted by Death Approaches:
pics are public and my profile is not locked down, no idea dude. Syn can see them. :-)

I had to re-read this twice. As it is a misunderstanding of epic proportions;)

I meant that your picture decorations are not visible:) You placed them behind couches. You can place them there, but your folks will not be able to "look at them". Couches act differently from chairs. (The ones you used also drain power:P) So they cannot just kneel on a couch and admire the picture above it.
ahh well it happens, but I get what you mean now. but standing adjacent seems to work, some are pointless yes, the ones in the middle, that's just for +points effect... some I just left there temporarily moving crap around rearranging the room, as those things happen.

I was correct - claustrophobic seemingly blocks noticing decorations; carved a small hole in the hull, put a hull window in the leisure room looking at, well, more hull... but claustro clears, and before sitting down or walking past the planter, they'll notice one or the other and emote, and <poof!> there goes no-decorations off the negs, now fantastic mood is possible.

BUT - it's only Spacefarer trait crew so far that has this blockage; the others (I haven't tested every single trait, yet) can be claustro and yet still notice decorations, so it's probably specific to that trait or the way the global conditions code loop works.

https://steamcommunity.com/sharedfiles/filedetails/?id=3479936506

hey at least there's a workaround; I'm satisfied with my "holey" vessel. :claptrap:
I actually regularly employ holes in the ship;) If possible instead of "walls" i prefer hull.
Saves mass. And a lot. On larger ships you can even compartmentalize living space this way.
The only thing i make sure of is that all the work places, research, industry, operations, botany have very close by a leisure room. Sometimes that means one leisure room at other times it means two. (And sometimes even more where it is just a small corridor with a deco and a couch:P)

If spacefarer blocks it, you might check hard worker it shares some similar traits. (And maybe iron willed.)
Last edited by Nordil(Hun); May 11 @ 11:29am
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