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6,060 Members,   527 Topics,   4,219 Replies,   Latest Member is Barrackar


  Composting
Posted by: frankie86 - 06-19-2020, 06:32 AM - Replies (8)

I'm having a lot of fun with this game, however am struggling right now with the latest update, specifically with the composting feature. I've noticed that it requires a lot of resources and time to produce significant levels of compost; at least enough which is required to provide food. Am I missing something? Is it easier to simply trade, steal or scavenge fertilizer in the early game.

A single bed requires 1 Fertilizer to grow vegetables; but the composter produces 0.02 to 0.05 fertilizer per cycle; meaning it would require 20-50 cycles to gain 1 fertilizer? Is this intended?

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  ejection system
Posted by: Karl_H - 06-18-2020, 09:30 AM - Replies (2)

Hey there,

I was just playing the recent patch and could not figure how I could eject stuff from my storages.
Is there a way to dictate to only have a max number of a certain item and the rest will be ejected?

Cheers
Karl

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  Space Haven Alpha 8 - New Version 0.8.21.
Posted by: AdmiralGeezer - 06-17-2020, 02:21 PM - No Replies

[Image: teahkzG.jpg]

Read all about version 0.8.21 here below:

https://steamcommunity.com/games/979110/...3991337325

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  Assigning Jobs when crew asleep or free time
Posted by: deMangler - 06-17-2020, 11:55 AM - Replies (6)

When you assign a job on a facility when the crew are asleep or free time they instantly get up and do it even if they are on a sleep schedule.
I was wondering if this is intended, or is there a way to assign a job to crew that they will do when they are next  on a work schedule?
I would imagine drafting them and getting them to do a job immediately would be a thing though.

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  Related Science Fiction
Posted by: deMangler - 06-16-2020, 09:02 AM - No Replies

Playing this game brings to mind some really good science-fiction I have read.
The main one is a book called Aurora by Kim Stanley Robinson. It really is a gem especially if you are into serious hard SF with a human angle and some depth. Explores the challenges of closed life support systems and isolated human communities throwing up some really good situations.
Tip: It is one of those books where reading spoilers on the internet in advance would really spoil things.

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  Game Balance Observations
Posted by: deMangler - 06-15-2020, 10:20 AM - Replies (3)

Seeing as I tend to play the game in a rogue-like fashion, no save-scumming, currently on medium difficulty with basic platform start. I think that is a good way to give consistent feedback on the game balance.

I did a few play through's on Alpha 8 - furthest I got was just over halfway to the end of the first galaxy.
What usually got me dead was my desire for more crew leading me to get reckless with pirates. Losing a crew-member early on, so you have three, if there are no vital skills missing the game plays about the same as with four crew only slower. Fires can be more dangerous with only three crew to fight them and I nearly lost a few ships to them. Very exciting - I love fires.....
However if it were not for my risking crew with pirates, in general it is just a question of getting richer. Of course these are generalisations as a LOT depends on the mix of crew traits and skills and I only have five or six starts to go by.
I played one game so far on the experimental fertiliser update. I found another crew-member on about the fifth derelict so now I have five. Already I am seeing what a huge difference that makes.

If the dev's want me to give feedback on any particular aspect of the game while I am doing the whole scientific rogue-like play through's thing let me know in this thread and I will be happy to.

One thing would make it a lot better is an ability to have a ships log, and maybe also a character log, so we can record events and thoughts/responses  - I think that would really help with the enjoyment as, for me at least, this game currently is more about following the stories of the characters than overcoming challenges.
Anyway - More soon I expect. Love this game.

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