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  Better priority system
Posted by: somabva - 06-28-2020, 04:47 AM - Replies (1)

Are there already plans in place to let you give your facilities and logistics pads levels of priority? My crew are remarkably bad at picking tasks that are vital to keeping them alive, and while the new logistics priority functions are useful, they don't fix the core issues.
For example, my ship has one energy rod left. The crew member who has industry as their top priority... ignores this need and cheerfully makes fertilizer and circuit boards until the ship loses power and everyone dies. You can certainly make the logistics of that machine priority 1, but a full hopper does not actually make a crew member carry out the industrial task. Even manually assigning someone a work task will not guarantee they'll actually immediately go do that task - they'll all die in the cold void but at least they got a good night's sleep.
It would be great to be able to give each specific facility a general priority level, so that the logistics and functional tasks of that facility will take priority over other, lower priority tasks. Empty the airlock logistic pad before worrying about the compost logistic pad, for example. Feed power sticks to the generators before operating the circuit board machine. It would also be great to set a 'crisis' priority that would make everyone drop everything and support that task until it's caught up. The priority and crew tasking style of 'Oxygen Not Included' comes immediately to mind.

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  couple of bugs with ship combat
Posted by: tarzool - 06-27-2020, 12:37 PM - No Replies

1. The crew selection doesn't work right when any of the crew in that selection is in a shuttle/pod. What it does is selects the ones you CAN select, always leading me to thinking i just had a group of 3, or someone died while i wasn't watching. Don't think you can even assign someone in a pod/shuttle to a group.

2. Friendly factions will often hack your shuttle to dock on a ship your docked too, for whatever reason. Often that shuttle wont move after. So your guys get trapped on that ship till there idiot pick up what ever rng food plate they want and leave. Thats all well and good till you see its 10 charger aliens and you need to bugger off.. but now can't

3. A few times i have had alien, on an adjacent tile but passed a door (to the right or left) attack me and i could not shoot them. Im guessing due to non-destructable objects next to them, or the door. My guy shoots but they take no damage, which is impossible given how shotgun pellets work. I often have to move back or forward to compensate.

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  Stations and Cryochambers
Posted by: Lordadmiral - 06-22-2020, 11:18 PM - Replies (10)

Since now i dont find any other Stations or Cryo Chambers. Dunno, if this will come, or i am just not lucky

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  Power and comfort.
Posted by: deMangler - 06-22-2020, 08:59 AM - Replies (1)

I was trying to build some gas scrubbers as a contingency for fires when I noticed that even if they are stopped they still produce the same comfort penalty. Then I noticed that it is true for everything.
Is this as intended? I was assuming that it was a noise thing and that non-functioning noisy things would not produce the same amount of discomfort.

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  Game blocks steam and discord.
Posted by: Zelnick - 06-22-2020, 02:40 AM - Replies (3)

Loving the game so far but when i play it signs me out of Steam friends and blocks my mic on Discord so i can only play sans hanging out with buddies.
Thanks, Zelnick.

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  Hyperspace Sickness
Posted by: Steelcrow - 06-22-2020, 12:56 AM - Replies (3)

So have any of you had issues with hyperspace sickness?
I've gone through 6 systems without hypersleep chambers, then decided I have enough resources and space to afford to build one for everyone.  So, did that.  But I find that each chamber consumes 1 Energy Rod per intersystem jump.  This seems like a hefty cost.
Now, if I suffered problems from hyperspace sickness, I would just bite the bullet and plan for the chambers or ensuing sickness.
But the thing is, thus far I have encountered no problems from jumping without hypersleep chambers.
I was doing a lot of ship renovations in the last system, so my Energy Rods were starting to run low.  If I don't need hypersleep chambers, I will stop supplying them Energy Rods until I do.  Or I may even scrap them.  Probably not, since I have the space reserved for them already.  This is what it has come down to.

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