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socialsecurity
Aug 30, 2003

Kind of annoyed that every new construction item that gets added needs plastic/refined metal I typically give up on my colonies before they really get enough plastic/metal to build any of it.

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zedprime
Jun 9, 2007

yospos
I think this is finally the update meant to start laying ground work that encourages running with more than 4-5 dupes before researching everything. Very calculated stat growth tied to food and decor requirements and tasks gated by jobs (which are simple to change but takes time for your dupe to very carefully put on the correct hat) mean I am begging for new dupes for once because you can't have a couple researchers backed up by a couple dupes that are absolute blender-builder-farmers because the old stat growth meant jacks of all trades were a-ok.

temple
Jul 29, 2006

I have actual skeletons in my closet

zedprime posted:

I think this is finally the update meant to start laying ground work that encourages running with more than 4-5 dupes before researching everything. Very calculated stat growth tied to food and decor requirements and tasks gated by jobs (which are simple to change but takes time for your dupe to very carefully put on the correct hat) mean I am begging for new dupes for once because you can't have a couple researchers backed up by a couple dupes that are absolute blender-builder-farmers because the old stat growth meant jacks of all trades were a-ok.
Definitely, 9 dupes gives 1 of each job. And that's a minimum.

8one6
May 20, 2012

When in doubt, err on the side of Awesome!

temple posted:

Definitely, 9 dupes gives 1 of each job. And that's a minimum.

Really?
That blows.

zedprime
Jun 9, 2007

yospos
Switching jobs is easy enough that 9 jobs need 9 dupes is a little misleading, there's only a couple jobs with passive bonuses where you need one to be assigned to get. Like miner, architect, interior designer, you can and should switch into based on your outstanding projects (beside having otherwise jobless dupes pick up miner experience to have available for abysallite). I don't know that I like the micromanagement in this though.

But dupe overall effectiveness is wayyyyyyyyyy down because skill growth is entirely a piece of jobs now that you will be far thirstier for dupe prints. I like it, its got a pushyness to the growth curve now where new dupes aren't outright penalties.

I can't tell if there's something buggy going on or its bad modifier labeling with decor expectations but I'm getting even jobless dupes with a job based minimum positive decor requirement which is getting slightly rough on the stress front and is a look at the sort of rough edges in the preview.

temple
Jul 29, 2006

I have actual skeletons in my closet
Yeah, switching jobs is the new meta but it doesn't feel like an improvement.

Dupe speed is the current bottleneck in productivity. Dupes don't job steal when someone takes their specific job and they should. And I still can't deconstruct 2 cots!

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
You may be able to switch into different jobs but at the same time there are times when you'll want more than one of any given job as well.

temple
Jul 29, 2006

I have actual skeletons in my closet

Lorini posted:

You may be able to switch into different jobs but at the same time there are times when you'll want more than one of any given job as well.

truly.

if assignable objects will sometimes become unremovable if you unassign them. If you can't deconstruction something, assign a person to it and then they will deconstruct it

Speedball
Apr 15, 2008

whoa. It's been a while since I checked into this game and this whole occupations thing changes up a LOT. Before jobs were handled exactly like Rimworld. Then again, I notice that my specialists tend to do their assigned job way the hell faster than generic "jobless" guys. Even just a dedicated digger will start chewing through the walls like crazy.

Bondematt
Jan 26, 2007

Not too stupid

Speedball posted:

whoa. It's been a while since I checked into this game and this whole occupations thing changes up a LOT. Before jobs were handled exactly like Rimworld. Then again, I notice that my specialists tend to do their assigned job way the hell faster than generic "jobless" guys. Even just a dedicated digger will start chewing through the walls like crazy.

I think they get the skill bonus as soon as they are assigned a job. So for mining it's +3 for just saying they are a miner.

Speedball
Apr 15, 2008

Having a dedicated gofer is actually nice, I appreciate someone who picks up all the poo poo that falls on the floor and stuffs it in lockers like he ought to.

Looks like this update also includes conveyor belts and ways of moving materials around with automation rather than dupe delivery? That could be AMAZING. All the facilities that unceremoniously crap out stuff beneath them could have that shipped to the desired location without any assistance. FACTORIO TIME.

socialsecurity
Aug 30, 2003

I've been getting stuck on this, basically it takes too long to do anything even with several dedicated builders everything is so far away that by the time they get there they maybe build a ladder piece and that's it for the cycle, basically something simple like a few natural gas generators and pipes to get the carbon dioxide away from it takes 10-15 cycles by the time they are done heat/lack of algae has killed me. More Dupes doesn't seem to help as they have such a hard time getting anywhere, I put in fire poles and that helps but its not enough I've considered little sub bases but they still need food/get stressed out.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

socialsecurity posted:

I've been getting stuck on this, basically it takes too long to do anything even with several dedicated builders everything is so far away that by the time they get there they maybe build a ladder piece and that's it for the cycle, basically something simple like a few natural gas generators and pipes to get the carbon dioxide away from it takes 10-15 cycles by the time they are done heat/lack of algae has killed me. More Dupes doesn't seem to help as they have such a hard time getting anywhere, I put in fire poles and that helps but its not enough I've considered little sub bases but they still need food/get stressed out.
You need more gofers!

socialsecurity
Aug 30, 2003

Splicer posted:

You need more gofers!

That brings up my issue with the new job system, used to be you could force someone in a roll with decent learning and they would get good at it. Now you need good stats/right job interest/trait that doesn't directly counter the first 2 and that seems quite rare.

temple
Jul 29, 2006

I have actual skeletons in my closet
this patch is funny. its the same game but everything feels weird.
anything you do is better done in small chunks.
diggers will dig before building and get stuck more.
immunity stat is hidden/removed, germs don't die as fast
starting food was reduced in kcal to weight
promoting dupes spike stress
brittle blossom is easier to grow but meal lice and blossoms get hit by 30° temp death around the same time.
batteries (finally) lose power over time.
atmo suits :mediocre:

temple
Jul 29, 2006

I have actual skeletons in my closet
big patch

quote:

Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.

Please keep posting your feedback, we really appreciate it!

Priorities are now 1-9.
Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
Job attribute bonuses adjust to account for permanent perks
Jobs can only be changed at the Jobs Desk, construct one to unlock job management
A very larger number of Duplicants can be assigned to a single job
Re-enabled attribute leveling, reduced max attribute base level to 20
Reintroduced strength attribute to determine carrying amount
Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
Add experience gaining and attribute speed bonuses for more chore types
Steam turbine should properly stop if entombed or disabled
Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
Liquids will now only sublimate to a max pressure.
Conveyor contents should no longer melt when loading a save file.
Multiple instances of a building in a room should now be porperly considered inside that room.
Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
Dig damage texture should no longer disappear just before a tile is properly dug out.
Fixed an issue where Duplicants would become unselectable.
Tiles can no longer be build on top of Tempshift Plates.
Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
Coal Generator is now automatable.
Duplicant job progression is now displayed at the bottom of the stats tab.
Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.

Speedball
Apr 15, 2008

So, for machines that need to be loaded with materials, like coal for the coal generator, can we hook them up to that automated delivery system so a dupe throws coal into a tube and it gets used within the machine immediately?

temple
Jul 29, 2006

I have actual skeletons in my closet

Speedball posted:

So, for machines that need to be loaded with materials, like coal for the coal generator, can we hook them up to that automated delivery system so a dupe throws coal into a tube and it gets used within the machine immediately?

Kinda, use the robot arm and it will function like a stationary dupe in terms of supplying. If you have belt, the output bin of the belt can be set to receive coal and the arm will receive the coal and feed it too.

temple
Jul 29, 2006

I have actual skeletons in my closet
The occupational upgrade is here

quote:

New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!

Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.

New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.

Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.

Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.

New Stations and Rooms:

Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.

Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.

Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.

Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!

Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!

New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.

Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!

Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.

Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.

Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!

Food and Plant Rebalances:

Meal Lice now require fertilization with Dirt

Higher tier food production should now be more viable

Performance Enhancements!

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
According to the experts on Discord, the Steam Turbine is impossible to make unless you’re in debug mode.

temple
Jul 29, 2006

I have actual skeletons in my closet

Lorini posted:

According to the experts on Discord, the Steam Turbine is impossible to make unless you’re in debug mode.
Impossible as in not constructable or impossible in not optimized? There was a lot of debate over hydrogen generators until people accepted it wasn't going to run non-stop from electrolyzers.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart
From what I read steam turbine has more complicated conditions to run it and much lower output than in preview making it technically possible but not really worth it.
It has to have 525+ K steam and with 3 kg higher pressure below it than above and takes 10kg/s of steam, cooling it to 450 K, producing 2000 W out of it. So you have to come up with a way to remove steam from the top(which is still too hot to just use a pump) and to reheat steam/boil lots of water at the bottom. Also you can't automate it well because all sensors break at that temperature. When compared with just needing to be submerged in hot steam and producing 8 kW forever you can guess why people complain.

Pyromancer fucked around with this message at 08:50 on Feb 9, 2018

Speedball
Apr 15, 2008

So when someone masters a job do they keep the skill bonus from that job forever?

temple
Jul 29, 2006

I have actual skeletons in my closet

Speedball posted:

So when someone masters a job do they keep the skill bonus from that job forever?

Yes, currently. They keep the food/decor expectation of that tier also.

Admiral Joeslop
Jul 8, 2010




This game is approaching a level of complexity that lowers my fun, it feels. Research feels a lot slower (even with assigned scientists) and the dirt requirement for meal lice is a pain.

I'm still enjoying it, for now.

temple
Jul 29, 2006

I have actual skeletons in my closet
I agree. Solutions can take more time and energy than problems. Like germs in clean water or air isn't worth cleaning. By the time you get the water clean, everyone is sick anyway. Prevention is way too important. There are too many things that can spoil a colony that I avoid all together or wait for research to come up with rube goldberg machine to deal with it.

edit: And cool tech is gated too deep in research/tech. Atmo suits are cool but by the time you can use them, you have already dealt with many of the problems they solve. So, they become niche. Tubes are cool but by the time you get plastic, how much benefit are tubes anymore? You already conquered the hardest parts of the world to make plastic.

temple fucked around with this message at 10:33 on Feb 10, 2018

Admiral Joeslop
Jul 8, 2010




I'm at work so I can't take a screenshot at the moment.

I finally found a steam geyser but it's behind a bunch of slimelung that I can't go around. My plan in is build an airlock, manual generator and battery, then three wash basins, an algae distiller, and two lockers. Those two lockers will only contain slime and algae, and whatever items in the area that are infected. The water output of the distiller will go below this area, into an open area that I won't be using anyway. Will this be enough to prevent a slimelung infection in the base? I'm on a big time limit as I'm low on dirt and water for food.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
That seems completely excessive to me, the biggest thing is to make sure your dupes don't hang out breathing the polluted oxygen for multiple days at a time. They don't immediately get sick. You can watch the immunity numbers go down and just prevent the weak ones from going back in until they recover. Though, I don't know how this works with the new job system, I haven't played since they implemented that (I guess maybe only one or two people can dig? That's annoying.)

socialsecurity
Aug 30, 2003

Everyone can dig although job restrictions are placed on high hardness items like diamond and abbyslyite

Admiral Joeslop
Jul 8, 2010




I had a slimelung spiral once, that I barely pulled out of. I don't want to take any chances, especially considering how often dupes just ignore wash basins even when they're at the highest priority.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
They ignore wash basins if they're occupied by another dupe instead of waiting in a queue. Get a scrubber near your slime lockers; that'll resolve outgassing of slimelung polluted oxygen as a start. And one to the entrance of the slime biome to act as an air barrier.

Admiral Joeslop
Jul 8, 2010




I've seen them walk by a row of three basins that aren't in use and go about their business, spreading filth everywhere.

One guy even pissed in my new water reservoir, forcing me to research tepidizers and burn the germs out, eventually.

How does everyone else to about setting up bases and such? What do you try to have setup by Cycle X so you don't have to worry about it later?

temple
Jul 29, 2006

I have actual skeletons in my closet

Admiral Joeslop posted:

I've seen them walk by a row of three basins that aren't in use and go about their business, spreading filth everywhere.

One guy even pissed in my new water reservoir, forcing me to research tepidizers and burn the germs out, eventually.

How does everyone else to about setting up bases and such? What do you try to have setup by Cycle X so you don't have to worry about it later?
Basins can stop working if they lack resources.

My base timings are screwed up due to the new update. So far its:
Bathroom
Research room
Beds
Kitchen
Water pump
Mealwood farm
Heavy wire bus
Coal generators
Hydrogen generators
Air setup with electrolyzers
Medbay
Then everything else, each major area getting its own transformer/battery setup for circuits
Research room, kitchen, air setup are their own circuits, for example.

This base is pretty new but its coming along well. Just need to finish the medbay, some geysers and blossom farming.


Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
Does it make a difference whether batteries are before or after transformers?

How do you guys set up airlocks? And, what about transitions to the 2nd zone? eg Starting -> Chlorine -> Polluted?

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride
Batteries before transformer can send power anywhere. After will power the circuit they are on.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Do you folks solve water placement issues before developing your base or after? ie before the 30th cycle.

temple
Jul 29, 2006

I have actual skeletons in my closet
Airlocks, I don't bother with them. I move everything dirty away from the main colony and use pressurized O2 to block.
Biomes, any biome to the top right or top left because it makes building a heavy-wire bus easy. Slime, put a deoderizer and basins outside of the main door. Caustic (red), multiple doors and high ceilings to trap gasses.

Water, drop it below the main walkway (below the printing pod). Gradually dig out lower. Make sure to block it off though, with tiles and a door. Don't want junk or pee in it. I usually make a granite reservoir after a while.

Here's a bunch of proper airlocks
https://www.youtube.com/watch?v=5BTVaa6cSc4

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
oh that carbon dioxide airlock is good as hell

Admiral Joeslop
Jul 8, 2010




Hooked up a couple water sieves to my bathroom output. Polluted water from sinks/toilets/showers, into the sieves, down to the water supply.

Except the water was full of food poisoning still and now my water supply is completely infected.

Is there a way to look up your seed? I liked this map and want to try again.

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temple
Jul 29, 2006

I have actual skeletons in my closet
Its at the bottom of the pause menu

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