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Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Bhodi posted:

Unfortunately, there's really only a need to go to 2 or so other planets to get all the materials you need to build everything in the game. And since there's no easter eggs or anything to find while exploring on any of the other planets, the drive to explore is super limited beyond a huge grind to unlock the "end game" goal which just rolls the credits.

You need at least four planets if you want to build everything in the game. You can do Lithium/Titanite/Argon, but you still need Iron. And you'll always need Helium and Tungsten. Also making Ammonium using the soil centrifuge is a pain in the rear end, so going to planets like Calidor and Glacio are a more efficient way to get it. Building bases on the other planets is another way to improve efficiency. So there are choices in the game, but I would never assert (and if I did I didn't mean to) that it's anything other than a chill base builder. Sometimes I don't want the challenge of an Anno 1800 or mechanistics of a Satisfactory, and Astroneer slides in exactly where I need it.

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Hihohe
Oct 4, 2008

Fuck you and the sun you live under


Welcome to the Town of Reyshinki. My first real attempt at a Soviet Republic.

Krataar
Sep 13, 2011

Drums in the deep

Where does foxhole fall in game wise?

KirbyKhan
Mar 20, 2009



Soiled Meat

Krataar posted:

Where does foxhole fall in game wise?

Oh, not in this thread. As a curiosity, yes but it is as much a management sim as Eve Online is. A tiny universe of human pips running around in the same antfarm.

Teledahn
May 14, 2009

What is that bear doing there?


Bhodi posted:

... And since there's no easter eggs or anything to find while exploring on any of the other planets, ...
Technically untrue! There's a single hidden real-life space probe or spacecraft on you can track down and excavate on every planet. It was fun the first time.
(It was not fun to do much beyond that)

quote:

... the drive to explore is super limited beyond a huge grind to unlock the "end game" goal which just rolls the credits. ...
Yep! I built a heavy earthmoving miner I could pack into the rocket and brought it with me to every planet to address that. Got a bit dull after #3. Probably lots more fun to play with basebuilding and mucking about with a buddy.

kanonvandekempen
Mar 14, 2009

Dark_Swordmaster posted:

Wow not even giving Megaquarium the time of day!

I really love megaquarium. I played a lot of it during the first lockdown in my country, when they just released the freshwater expansion.
My biggest problem is that it can be hard to get your guests to get through to the more distant parts of your aquarium, lowering the amount of rep you get from the nice fish that are there. And I'm too lazy to remodel large parts of an existing aquarium.

LordAdakos
Sep 1, 2009
I like management games where I can build/design/script a system to make the game run smoothly so I don't have to actually manage things.

explosivo
May 23, 2004

Fueled by Satan

I tried many times to get into Megaquarium, I like the idea of the game, having to manage what types of fish you put in which tank to avoid conflicts is cool but I thought the UI for determining what you could and could not put in a tank made it kind of a drag to manage everything, especially when you get a bunch of different tanks. I think it's a well made game and the devs have clearly been supporting it to make it better since launch but I just couldn't get past the first few stages once the complexity ramped up.

Pornographic Memory
Dec 17, 2008

LordAdakos posted:

I like management games where I can build/design/script a system to make the game run smoothly so I don't have to actually manage things.

Prison Architect has to be my favorite management game because in spite of the distasteful theme it has so many moving parts, once you made a functioning prison you could spend forever just watching it.

KirbyKhan
Mar 20, 2009



Soiled Meat

LordAdakos posted:

I like management games where I can build/design/script a system to make the game run smoothly so I don't have to actually manage things.

Seablock Factorio if you want the last game you will ever play. Otherwise, maybe a pre-built rimworld save that has the infrastructure already up

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Pornographic Memory posted:

Prison Architect has to be my favorite management game because in spite of the distasteful theme it has so many moving parts, once you made a functioning prison you could spend forever just watching it.

SimAirport has some of that same feeling, when you get a good flow of passengers. People arrive, line up to check their baggage (which gets conveyered out to the proper plane, and conveyered into a baggage claim for incoming flights), flow through security (quickly with a good set-up), mingle and shop for a bit in the main concourse, then line up at their gates to board their plane, and eventually you get to watch 4+ planes all taking off and landing in a synchronized manner and everything runs like clockwork.

Until it doesn't and a plane is late taking off, so another one can't land when it's supposed to, and then everyone's tired and late and cranky. But that's how it goes. At least they're not trying to sneak in knives to stab their fellow passengers.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Anyone play Kubifaktorium? I'm trying to get into it for the nth time (this is normal for me) and wondering about other's experiences.

Anime Store Adventure
May 6, 2009


Hihohe posted:

Welcome to the Town of Reyshinki. My first real attempt at a Soviet Republic.



Looks good! I would definitely have a buffer of gravel storage in between the processing facility and the things that use it just to support higher instantaneous use.

FnF
Apr 10, 2008
What QoL features does Rimworld have for its base-buiding? Factorio has cut-copy-paste and blueprints - does Rimworld have similar features? I'm on the edge of buying it, but the thought of "I need another bedroom, which I have to draw out by hand again" is putting me off....

(I'm another of those "build it up and watch it go" types, rather than "constantly micromange the same stuff the whole time")

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

FnF posted:

What QoL features does Rimworld have for its base-buiding? Factorio has cut-copy-paste and blueprints - does Rimworld have similar features? I'm on the edge of buying it, but the thought of "I need another bedroom, which I have to draw out by hand again" is putting me off....

(I'm another of those "build it up and watch it go" types, rather than "constantly micromange the same stuff the whole time")

Rimworld has lots and lots and lots of mods.

Also Dev mode.

KirbyKhan
Mar 20, 2009



Soiled Meat

FnF posted:

What QoL features does Rimworld have for its base-buiding? Factorio has cut-copy-paste and blueprints - does Rimworld have similar features? I'm on the edge of buying it, but the thought of "I need another bedroom, which I have to draw out by hand again" is putting me off....

(I'm another of those "build it up and watch it go" types, rather than "constantly micromange the same stuff the whole time")

There's a blueprint mod for basic copy paste like that. No blueprint import that I'm aware of.

FnF
Apr 10, 2008

KirbyKhan posted:

There's a blueprint mod for basic copy paste like that. No blueprint import that I'm aware of.

drat, that was fast! It not being in the base game is a little sad, but that mod looks like it'll do fine :) Are there any other good QoL mods that you'd recommend?

zedprime
Jun 9, 2007

yospos
Rimworlds innate QOL is that you don't especially need to copy and paste things. It's a pretty tight scope for such a game.

Azhais
Feb 5, 2007
Switchblade Switcharoo
At the end of the day Rimworld's goal is to throw bigger and bigger raids at you til you either lose or escape the planet. Don't need a lot of copying and pasting in an unmodded game since you're unlikely to be building massive forever bases.

And unlike factorio you don't have infinite space, I don't even include the blueprint mod in my usual set cause I rarely end up in a scenario where it wasn't all planned out ahead of time anyway and the blueprints don't save that much time

explosivo
May 23, 2004

Fueled by Satan

The copy and paste BP mod is fantastic, and I used it quite a bit to make bps for bedrooms, hotel rooms, etc. Things you end up needing to build a lot of. I also really like the refrigerator mod because you don't have to keep going in and out of your walk-in to get meals out. Really though Rimworld is perfectly fine with no mods, it's the kind of thing that as you play you start to realize what might be a good mod to have or go browsing.

Azhais
Feb 5, 2007
Switchblade Switcharoo

explosivo posted:

The copy and paste BP mod is fantastic, and I used it quite a bit to make bps for bedrooms, hotel rooms, etc.

This somewhat highlights the point. Hotel rooms aren't a thing in vanilla. The more mods you have the more mods you really want/need for QoL. In vanilla I don't care about the search stockpile mod, in my usual heavily modded version I need that search box so I don't have to figure out which of the 40 million item subcategories contains prosthetic dicks so I can set my stockpiles up properly

explosivo
May 23, 2004

Fueled by Satan

Azhais posted:

This somewhat highlights the point. Hotel rooms aren't a thing in vanilla. The more mods you have the more mods you really want/need for QoL. In vanilla I don't care about the search stockpile mod, in my usual heavily modded version I need that search box so I don't have to figure out which of the 40 million item subcategories contains prosthetic dicks so I can set my stockpiles up properly

Well sure but you'll still be making new bedrooms for everyone that joins your colony. You don't have to be making a forever base to appreciate not having to build identical rooms manually every time when you need to expand because not everybody takes the time to plan out their entire base from the off. I think the game is better off enjoyed vanilla to start but this is a nice QOL feature that should probably just be in the game at this point.

FnF
Apr 10, 2008
Thanks for all the help :tipshat:

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
And when people say there are mods, they mean it. There are things like Project Rimfactory, which endeavors to make Factorio in Rimworld, Save Our Ship 2, which allows you to go to space, Rimworld of Magic that adds in magic classes and a leveling system for mages that dovetails nicely with various medieval mods to limit the amount of tech in the game, etc.

I would recommend playing mostly vanilla, with maybe the following:

Dubs Mint Minimap - displays a minimap that highlights friendlies and enemies. You can zoom around to spot them all, but this makes understanding the game much easier. I would always recommend this mod.
Allow Tool - lets you allow all things on the map, which is super helpful after a raid and saves lots of clicks
Replace Stuff - lets you overbuild stuff with other stuff. Say you have a wooden wall - you can designate a stone wall to be built over it and your pawns will simply deconstruct the first and then construct the second
Search and Destroy - adds a button that makes your colonists hunt down hostiles, which makes melee much less micro intensive and is something you could do manually with lots of clicking and pausing
PawnTargetFix - makes pawns fire at the closest target by default, again something you can do manually with more pausing and clicking
Camera+ - you can zoom out further
Recipe Icons - recipes show the icon of the thing they make, which makes finding a recipe easier
Numbers (patched) 1.2 - adds a tab where you can sort colonists or enemies by information so that you can see who is the best trader, which enemy raiders you might want to recruit, etc. at a glance. You could get this info yourself, but it's buried deeply in each pawn's bio
Show Draftees Weapon - puts a picture below each pawn that shows what they have equipped
Achtung! - makes moving lots of pawns at once and positioning them much easier and more intuitive


Those are all QoL mods that I run that do not change the game at all, but purely save clicks. If I had to pick three, I'd pick the minimap, achtung, and allow tool.

SkyeAuroline
Nov 12, 2020

Dirk the Average posted:

And when people say there are mods, they mean it. There are things like Project Rimfactory, which endeavors to make Factorio in Rimworld, Save Our Ship 2, which allows you to go to space, Rimworld of Magic that adds in magic classes and a leveling system for mages that dovetails nicely with various medieval mods to limit the amount of tech in the game, etc.

I would recommend playing mostly vanilla, with maybe the following:

Dubs Mint Minimap - displays a minimap that highlights friendlies and enemies. You can zoom around to spot them all, but this makes understanding the game much easier. I would always recommend this mod.
Allow Tool - lets you allow all things on the map, which is super helpful after a raid and saves lots of clicks
Replace Stuff - lets you overbuild stuff with other stuff. Say you have a wooden wall - you can designate a stone wall to be built over it and your pawns will simply deconstruct the first and then construct the second
Search and Destroy - adds a button that makes your colonists hunt down hostiles, which makes melee much less micro intensive and is something you could do manually with lots of clicking and pausing
PawnTargetFix - makes pawns fire at the closest target by default, again something you can do manually with more pausing and clicking
Camera+ - you can zoom out further
Recipe Icons - recipes show the icon of the thing they make, which makes finding a recipe easier
Numbers (patched) 1.2 - adds a tab where you can sort colonists or enemies by information so that you can see who is the best trader, which enemy raiders you might want to recruit, etc. at a glance. You could get this info yourself, but it's buried deeply in each pawn's bio
Show Draftees Weapon - puts a picture below each pawn that shows what they have equipped
Achtung! - makes moving lots of pawns at once and positioning them much easier and more intuitive


Those are all QoL mods that I run that do not change the game at all, but purely save clicks. If I had to pick three, I'd pick the minimap, achtung, and allow tool.

This is a very solid list. Just tagging a couple more in here that I'm subbed to that are mostly QoL for AI (the weak point by far of Rimworld).
Smarter Construction - keeps pawns from accidentally walling themselves in by reworking construction priority (man I wish Oxygen Not Included had this natively).
Common Sense - pawns AI gets a whole lot smarter with hauling, combining food stacks, cleaning work stations before cleanliness-dependent jobs, etc. "Changes the game" in that pawns do less stupid things from shallow AI, but nothing that couldn't be achieved by manually ordering pawns around.
Heat Map - visual representation of heat instead of relying solely on hovering and watching the number change as your cursor moves. Not always useful but it's saved my bacon once or twice.
Animals Logic - a few AI tweaks for animals, good if you prefer ranching over farming.
Work Tab - lets you adjust task priority within the main categories (example: set "smoothing stone" higher within Construct than the rest of them), automatically change priorities based on time, etc. One of the only mods I plain refuse to play without.
Medical Tab - whole colony's medical health at a glance.

Actual game changers here, so buyer beware:
Share The Load - rather than 100% reserve a single blueprint to a single hauling pawn, multiple pawns can haul resources to one end point. I find it essential and an embarrassing oversight on Tynan's part.
Pick Up and Haul - pawns gather up everything they can hold from a given "haul" pickup and carry it all at once instead of making separate trips for every item.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
i was up till 2:30am hooking up coal conveyor belts and heating my little town in W&R - it finally clicked for me

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

SkyeAuroline posted:

Actual game changers here, so buyer beware:
Share The Load - rather than 100% reserve a single blueprint to a single hauling pawn, multiple pawns can haul resources to one end point. I find it essential and an embarrassing oversight on Tynan's part.
Pick Up and Haul - pawns gather up everything they can hold from a given "haul" pickup and carry it all at once instead of making separate trips for every item.

Both of these are super key, especially the first one. The second one is just a massive oversight ever since travel was introduced allowing for you to pack things up to trade.

KirbyKhan
Mar 20, 2009



Soiled Meat
Upon 15 hour review of Kenshi I now declare it to be a management game.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The goal is managing to minimize the number of lost limbs.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

KirbyKhan posted:

Upon 15 hour review of Kenshi I now declare it to be a management game.

After a 400 hour review of the game, I concur.

PerniciousKnid
Sep 13, 2006
When you think about it, there aren't many good games about man aging. Maybe Crusader Kings? To the Moon?

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

PerniciousKnid posted:

When you think about it, there aren't many good games about man aging. Maybe Crusader Kings? To the Moon?

Fable

PerniciousKnid
Sep 13, 2006

You know, I never played that one. I think I was still mad about Black & White being too buggy to play.

explosivo
May 23, 2004

Fueled by Satan

Is kenshi.. good? I watched Robbaz play it a lot a while back and it always looked really interesting but also horribly janky so I pretty much chalked it up as one of those games that is best consumed by watching someone else play.

Bug Squash
Mar 18, 2009

explosivo posted:

Is kenshi.. good? I watched Robbaz play it a lot a while back and it always looked really interesting but also horribly janky so I pretty much chalked it up as one of those games that is best consumed by watching someone else play.

It's strangely compelling once you get used to the jank. You can build a mostly automated base churning out end game weapons to kit out a death squad, and also have a lone ninja stealthing and stealing the most valuable items in existence. The world is also strange and unique which does a lot of heavy lifting.

zedprime
Jun 9, 2007

yospos
Kenshi base management is a pretty full fledged management system with base defense as a goal.

The hard reason to recommend it fully as a management game is it's behind a dozen hours of Darklands cross open world RPG playing/grinding to get enough stats and people to defend your base and materials to start it.

If for any reason you have affinity for 2/3 of these gameplay modes (Darklands, open world, base management) Kenshi is a game of the decade and if you have all 3 then :kiss:

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
If you know the "tricks" you can definitely shorten the time (and possibly your overall enjoyment) of the "don't starve/die in the wasteland" start

You can make a ninja with this:
You gain stealth skill by being stealthed and moving while in proximity of dangerous enemies. Most things can't see well in the dark. You can easily max out a stealth squad by just hiking through the jungle at night.
You can pause the game and steal just as someone's back is turned. You can drop and steal the same thing over and over again, you get XP as long as the chance isn't 100%.

then you can get just use the above to get super good weapons, research books, whatever you might need to train your squad. I really enjoyed skeletons because they can get fully ridiculous.

explosivo
May 23, 2004

Fueled by Satan

Welp, I've wishlisted it for now. I'll probably check it out next time it's on sale. Thanks for the info!

Grevlek
Jan 11, 2004

zedprime posted:

Kenshi base management is a pretty full fledged management system with base defense as a goal.

The hard reason to recommend it fully as a management game is it's behind a dozen hours of Darklands cross open world RPG playing/grinding to get enough stats and people to defend your base and materials to start it.

If for any reason you have affinity for 2/3 of these gameplay modes (Darklands, open world, base management) Kenshi is a game of the decade and if you have all 3 then :kiss:

I think of Kenshi as a graphical Dwarf Fortress, that combines the adventure and base management mode into a single shard.

As the guy who thought we should put a * next to Dwarf Fortress, let me stan for Kenshi for a bit.

I liked RPGs as a kid, and I still do, but I much prefer management and strategy games these days. You can get into a reasonable facsimile of a management game almost immediately, on most starts. There are some starts that make it easier, the Freedom Seekers start gives you like 4-5 people to start, with enough stuff to build a small building and some farms in the open. One of the big economic mods ( I forget the name, but if you want to play it as a management game, get this mod because it add a dynamic economy, more money for people to buy your goods, that kind of stuff ) has a start where you have a single character with 100,000 chits, in a pretty large city and with the tech to start a hydroponic farm. The goal is to run a pub in that start, and it gives you everything you need to, right out of the base.

If you don't want to mess around with any of the hardcore rpg elements, here is my quick start guide on how to get into the 'management' side of the game quickly.
----
From any start try and get to Squin, in the Shek Kingdom. It is pretty close to the Hub, a common starting location. Squin has several iron mines nearby, a couple of copper mines, and it is a pretty vibrant town. Use your starting money ( if any ) to hire an extra set of hands, and there is usually at least one Shek warrior you can recruit for free just using the correct conversation prompts.

Ideally you have about 1k in chits left, and three people in your party. Buy a little extra food at one of the pubs, and go mine some iron. Keep an eye on your guys while they are mining, you will want to have them retreat back to the city if any bandits or anything try to attack you. You can drop your ore on the ground so it doesn't prevent your characters from being able to escape, and the ore will be there when you come back. Usually within a trip or two, you should have enough money to buy one of the two collapsed longhouses, for about 7200 chits.

You will need to buy some building materials, and some steel plates, and repair that building ( right click on the ruin, click on repair, and then right click on the building with your guys and they will start fixing it ). Build a research bench, and start researching all of the free tech you can. Prioritize storage, and you should get to the point where you can build an ore storage, a copper storage, and a food barrel.

Build those items, and congratulations, you are now in the 'RTS' part of the game. You wont have to micromanage your mining any longer, you can automate mining on your dudes, they will harvest up to five pieces of ore, and then run to drop it off in the storage in your base and then go back to mining. If you fill your food barrel up with food, your guys will go eat when they get hungry on their own. Use your money that you are building up to buy books from the stores in town, and keep researching.

You should be able to research the entire tech tree up to the point of needing advanced books. You can also reasonably get into a clothing/leather industry with cloth you can buy from the vendors, and leather from the various critters that will be dying in the fields around the city. It will be hard to make weapons, or non-leather armor, since you can't build any of the metal refineries in town. Farming will also be hard/impossible, unless you somehow find some advanced books and research hydroponics. But you should be able to get one or two clothing/armormakers going from just the cloth you can buy in town, and leather harvested from the hinterlands. Making bandanas is very cheap, fast, and after a short while, you will start to make bank off well produced bandanas.

There are several vendors in town, and two different pubs, so you can really rack up money, equipment, and troops in that town. Once you've researched everything that's available, you can then start to plan out your exodus. Start buying backpacks, and filling them up with construction materials, steel plates, and any crops you want to attempt to grow. You should be able to lead an overland expedition to basically anywhere you want, and you can set up your own community. Some good places to try are the western parts of the Swamp to the South, on the 'Cannibal Plains' at the north of the map, or if you want a real good challenge, Fishman Island at the very south of the map.
----

So, if you ever wanted to try Dwarf Fortress, but you've been unable to get past the graphics and UI, try Kenshi. It doesn't allow for the same level of freedom as Dwarf Fortress, but in my opinion, it does a better job of getting to what the core game is trying to offer, more than any other game Rimworld et al. included.

Grevlek fucked around with this message at 20:20 on Jan 9, 2021

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Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Bhodi posted:

If you know the "tricks" you can definitely shorten the time (and possibly your overall enjoyment) of the "don't starve/die in the wasteland" start

You can make a ninja with this:
You gain stealth skill by being stealthed and moving while in proximity of dangerous enemies. Most things can't see well in the dark. You can easily max out a stealth squad by just hiking through the jungle at night.
You can pause the game and steal just as someone's back is turned. You can drop and steal the same thing over and over again, you get XP as long as the chance isn't 100%.

then you can get just use the above to get super good weapons, research books, whatever you might need to train your squad. I really enjoyed skeletons because they can get fully ridiculous.

You can also get arrested, stealth whule in the cage, and then just passively build xp from all the cops walking past.

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