Space Haven

Space Haven

build 13 station governors - be ready!
this seems a fantastic update for lots of other reasons, but know before you play, you might have to do a bit of save editing to augment your food supply temporarily and get busy building grow rooms... if you were neglecting certain things and just buying your missing supplies from the endless visitors, your supply line is... well, let's just say "different" now. it's probably fine when starting a new game, you are normally "weaned" gradually, but picking up a earlier build save especially mid/late days kind of game... be warned, algae tastes like algae.
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Originally posted by Death Approaches:
this seems a fantastic update for lots of other reasons, but know before you play, you might have to do a bit of save editing to augment your food supply temporarily and get busy building grow rooms... if you were neglecting certain things and just buying your missing supplies from the endless visitors, your supply line is... well, let's just say "different" now. it's probably fine when starting a new game, you are normally "weaned" gradually, but picking up a earlier build save especially mid/late days kind of game... be warned, algae tastes like algae.

Depends. The main issue with the food supply is usually, that folks are unaware of the very complex meal system. Which affects a number of things.

I would say it is one of the most common issues i reply to on the forums(along with fire, water and energy issues) when i visit the forums:P
Though i actually enjoy it as it is a very easy and fair system to balance or optimize.
(If i had the exact numbers for a number of things i could actually calculate it properly, or write a small application to calculate out for me everything:P It can be easily translated to an Operations Research issue.)
It is a system that offers quite a lot of freedom, and allows you to interchange certain factors. Like if you are focusing on water efficiency and such.
ahh see no, you're not listening to what I'm saying, Nord. :-)

prior to 13 we got a variety of loadouts from visiting ships; you could buy whatever you were short on, maybe one ship wouldn't have food but 6 of the other 8 would... made running a station easy... but post-build 13... at least for me... I have tracked 54 ships so far, almost a 1.5 orbit sequence, and NONE of them had a single food component; about 1/4 to 1/3 had some space meals, but no one had 60-100 space meals, which a huge station might need.

if it wasn't for dummies self-derelicting themselves in the big 10-day derelict section, we'd have been slurping algae til I got ~100 grow beds going at full speed. (well, 20 5-beds @ 130% growth rate, you know what I mean.) I have spent 2 wks trying to get above 0d or 1d food supply reserves, til the beds finally started getting harvested.

there's a lot of changes I love, like holding arrivals in subspace and not letting them slowly drift in, and I haven't seen even a 2-ship overlap much less a 4-ship clusterfuc... yeah, that.

the dead sections of the orbit now w/o any derelicts, wow that's a huge challenge now, you will definitely miss them and have to take away missions to rescue ships or clear out derelicts if they fell to the attackers before you got there, cause chances are you'll need resources, any resources :-) it's a great update, cept for this one thing.

also all station logistics for your services are now real events; you sell a bunch of stuff, food guns blocks, that's all got to be lugged to a platform for pick-up... get 4 ships auto-buying when they arrive and you're already backlogged before you even look at the trade menu... had to battlestations, and there were weapons spread all over the ground, I'm like WTF is this from? it's from what my crew were schlepping before I put them into battle mode. the frustrating thing the bots don't know where they were going, so pick em up and drop em at the nearest storage bin, which someone else will have to go fetch to take to the platform, they don't have "destination" flags or anything.

it's really bogging down logistics at times, especially when 3+ arrive at once and I seem to run in logistical overload mode most of the day when that happens, and that's with 6 platforms and 5 shuttles and a literal army of logistics bots to shuffle crap, like 32 right now I think...

re: the food shortages from visiting traders, dunno if it's from loading a build 10 save, though, or if it's just 13 being more stingy to be more challenging. maybe the difficulties settings for world-building now work for frequency/rarity of events/inventory and such, haven't read the changelog notes as of yet...

there's a more files now too, I assume for tracking the progression; ships being held up are kept in a subfolder under the save, there's a timeline.xml that seems to track ships and people and day the arrived probably for sequencing, etc.
Even growing food can be an issue if you rely on fertilizer and carbon instead.

One way is to savescum it obviously if you are in desperate need of something. Just before the ship enters you can save and then load after checking the supplies.

I would like to see some kind of buy orders, with more reliable supply, tho abit more expensive.
Originally posted by Death Approaches:
ahh see no, you're not listening to what I'm saying, Nord. :-)

prior to 13 we got a variety of loadouts from visiting ships; you could buy whatever you were short on, maybe one ship wouldn't have food but 6 of the other 8 would... made running a station easy... but post-build 13... at least for me... I have tracked 54 ships so far, almost a 1.5 orbit sequence, and NONE of them had a single food component; about 1/4 to 1/3 had some space meals, but no one had 60-100 space meals, which a huge station might need.

if it wasn't for dummies self-derelicting themselves in the big 10-day derelict section, we'd have been slurping algae til I got ~100 grow beds going at full speed. (well, 20 5-beds @ 130% growth rate, you know what I mean.) I have spent 2 wks trying to get above 0d or 1d food supply reserves, til the beds finally started getting harvested.

No i understood what you meant:)
I simply said that most folks do not actually use the kitchen appropriatly.

If you are using an already established save i cannot help you though, as the issues will likely be from previous decisons. But in that case you should have already your own growing beds so i can come up with the appropriate meal plan(and growing bed assignement):)

But if you are setting up a new base, and starting to grow your food now, then depending on what you have, how you focus and such i can pretty much make a station growing food itself. The only thing it will require is to make fertilizer and occasionally water.
Though this of course requires some tech advances. If you start the game and have only acces to the nuts, veggies and fruits, then you use a different kind of a meal. Slightly more water wasting but it will get you through until you can grow your own meat.
Most folks do not understand how much a very well planned meal and growing bed setup can mean in this game.

You give me the crew numbers and your current growing beds(and tech levels) and if it is possible i can come up with a diet focusing on single meal around 70% + water return:P
If not optimized for such other meals are still possible that you can grow and feed your whole station:P
(Though since my external DVD reader does not work, i cannot instally my excel, so i would have to make the calculations on paper:P)

Or if you wait a few weeks, i likely will make an application for such calculations.
When i start learning to Godot:P
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