Eventually, yeah. She actually died in a really remote area and it was hard getting anyone to prioritize getting to her, mostly because they were all stressed out and spending all their time on the massage tables while normal priority tasks (like putting algae in the deoxyidizers and terrariums multiplied around them.
I managed to get through a lack of water crisis that led to a lack of food crisis that led to everyone almost starving. Now I too am running into heat issues, partly due to the tepidizer I was using to kill all the germs in the recycled water.
I’m actually really close to finishing research on everything in this base. The race is on to see if I can do it before dupes start dropping from heatstroke.
I’ve been playing it off and on with Metal Gear V (MGV is more polished and less lovely, more story and assloads more frustrating). My new base has everyone named after someone in my family, which means I watch my nine-year-old’s health decline from slimelung, and my five-year-old start to suffocate in the ice mines. Yikes!
In the past couple of days, the groovy unpowered jukebox that got all my dupes to an evening dance party was unceremoniously changed into an enormous boombox with a 960V pull :(.
On the other hand, a bunch of new rooms got added, which is fun. I especially like the addition of the Great Hall and the Plumbed Bathroom.
Does anyone know if showers are actually worth it at this point?
Welp, my dupes are pretty happy. 0% stress levels across the board. I’m glad I spent some time before the update creating individual bedrooms, a dining hall, etc.
Still got some loose ends to fill out–I’m getting a start on a gas management system, with big storage chambers to smooth out creation and demand. I’m currently trying to figure out how to move all the CO2 into storage so I can feed my slicksters. I can pump it from various places but not really in a unified way.
My farms work fine though I feel like I should automate them. Lazy dupes are happy dupes. Also, they aren’t even considered greenhouses at the moment.
The various hints of a backstory are a nice touch. I’m generally a fan of the “read journal entries to fill out the universe” approach.
I’m clearly doing something wrong. No matter how fast or slowly I accumulate dupes, I can’t seem to get all the critical systems to keep pace. Like all it takes is a single clogged toilet or sick dupe and every goes into this downward spiral of vomit.
I ran into sickness issues a few times, and each time it seemed unrecoverable and so I loaded up an older save. I’d say to keep a very close eye on the dupe’s health, feed them vitamins if it seems like you’re moving in the wrong direction, and be careful when they’re exploring the slime zones. Ideally you have atmo suits, but if not then at least rotate their access to the outdoors (via door policies) to keep their germ load in check.
IIRC the memorials have a very, very negative decor impact. For some reason dupes don’t like to be reminded that Johnny drowned in his own piss, I 'unno.
Haven’t played since before the expression update. Now there’s a game mode option when you start the game - one talks about the glorious universe and being easy, the other more about survival being hard. Which one is the old normal game mode? The hard one?
Sort of. I mean the strategy itself is still there (and you should also look into making actual rooms - dupes now like having their private little cubicles to sleep in) but the decor expectations of individual dupes got jacked way up especially as they trudge along their career path(s) - and those expectations are cumulative with each mastered job.
Don’t expect a top dog engineer/post-doc/suit specialist to work 24h without a break on the strength of “hey, it’s that statue I like” alone any more.
How does battery recharge threshold work on manual generators and batteries? I have batteries set at 90% thresholding, but they’re at 100% and they’re still running on the hamster wheel. I know with automatic generators you need circuit equipment, but I think manual ones work differently. I think I remember before the peeps obeying a simple threshold correctly. I have 2 generators hooked up to 2 batteries, all in one circuit.
Do mechanized airlocks protect significantly against temperature change? I’m trying to be more mindful of internal temperature this runthrough so at the border of any zone that’s hot I’ve got an airlock and (soon) insulated wall. But it seems like the area near the airlock is 10 degrees hotter than the area a few spaces away - does it not provide good temperature protection? If not, how do you keep the outside heat out?
I’ve actually done fairly well this last round. I’m around 170 cycles in with a mostly self contained colony of 6-7 dupes and only lost a couple to slimelung and mostly construction accidents. The base is surrounded by toxic slime biomes, so expansion is a bit challenging, even with suits.
It feels “buggy” though. Like I have a big farm and can see the appropriately jobbed and prioritized dupes working it and cooking, but the base is on the verge of starvation.
If you have slimelung on ore, is there some way to get it clean without an ore scrubber? Maybe storing it outside your base for a while will eventually clean it? How much risk does using ore with like 1500 slimelung on it have?
You can put a storage compactor in an area with chlorine gas. That will kill pretty much anything put in to it. It does use a bit of the chlorine though so long term you need to find a chlorine geyser.
Are all food decay timers in a refrigerator tracked together? I had a calorie surplus of 100,000, then suddenly it said that some of my food had expired, and it was down to 10k. It seems like my entire stock of meal lice, which had been built up gradually over many cycles, suddenly expired at once and now I’m facing starvation.
Also have another weird problem. I accidentally put a power transformer on the same automation grid as my smart battery->power plant line. So when the power plants stopped, that transformer stopped too. Okay, makes sense. So then I delete the automation grid to that transformer and route it around it. But now that power transformer, which is not connected to any grid, is perpetually stuck in “disabled by automation grid” - I manually disabled and enabled it, and then even deconstructed and rebuilt it, and it has the same effect.
I guess I’ll try reconnecting it, wait for the “on” signal from the automation grid, then disconnect it, but that seems silly to have to do that.
I have not played enough to try it but I recall someone saying if you store food where there is a lot of CO2 it never rots. Not sure if that is true of chlorine as well. Might be worth a try though.
I accidentally trapped some of those light bugs in my stable, and they’ve reproduced and now I have 4 of them. Is there some way I can make them go fly around on my bristle farm?