The6atekeeper's Recent Posts

I'm doing something right now, 98% approval, buildings are producing, and my colonists savings us roughly $166 each and rising steadily enough to keep them working and happy. I'm literally achieving this while about 3k are jobless because my buildings aren't completely upgraded yet so the extra housing overshadows that rn but it doesn't seem to matter much. I'm sectioning off each resource with its own central-ish housing and entertainment completely perfected to the job/home ratio while attempting as much efficiency as possible and looking as clean and organized as possible. I was planning to upload a template for others to build off from and maybe post their own"versions" because it's a method that will work in any faction, on any planet, for any resource and is very modular.
6y ago
Looks like your commute lengths are high maybe? That alone controls like half the happiness through fatigue which is normally always high anyways because who doesn't keep their colonists on overtime once they reach stable food levels.

Basically your just going to have to increase your food and water output I usually go with a 3-4k Decay rate on top of what I'm using so I have a cusion, but not wastefully over producing. Also, throwing 30 bucks at them every so often seems to work as a temp fix. I've managed 98% satisfaction on overtime for hours, overnight even without having to do anything but let it idle. I'm currently working on optimal housing/job/entertainment placement grid for reach type of resource/currency. Once I have something decent, I'll post it on the forums.
6y ago
Zelfin said:There is the fantasy land Arcology which just grants you 16k population.



16k housing and entertainment
6y ago
I can't play my main map because the buildings stop producing if I go to a different part of my map. I've had to manually update each building by clicking "show workers" for production to start, currently pointless though since it stops unloaded buildings to stop producing. Maybe that's where this issue lies?
6y ago
It has to be the exact square the transport is on. Should be just below and to the left of where it floats on the map. If you're moving multiple rovers at a time, it'll take a couple moves for all (max 5) you enter the transport. Hope this helps.
6y ago
I totally get that because it has now started working in reverse. If a building is producing, especially highly staffed buildings, "show workers" resets the workforce of that building to 0...

its mutating. Kill it with fire!!!
6y ago
I wouldn't mind a "purge" button. My colonists keep pissing me off by not working, but this seems to actually be a bug I already reported. But still, refreshing the populace with fresh meat wouldn't be a bad thing. Would just take me a while with 20k colonists to repopulate. Lol
6y ago
Example of my Grid

EDIT: Nvm won't let me upload screenshot...
6y ago
UPDATE: Issue is connected with restarting the game. Everytime I reopen my save, I have to manually reload each building for production to start again. Literaly don't have time for this so when this is fixed I'll come back to the game.
6y ago
There is a right way, but it's better if you do it "Your" way. I experimented with a "grid" like system and it worked out decently. After letting my resources gain, I'd do construction or reconstruction on specific sections of my base. Each section has its own job/house/entertainment ratios.
6y ago
Firedrills aren't as bad as they used to be, however I have well over 20k colonists and have had this issue over the last few updates. I literally micromanaged the crap out of my base to perfect the job/ housing ratio and got close but somehow had at least 70 colonists extra that couldn't possibly exist.
6y ago
I've had this same problem since v0.53. Currently updated to 55, problem is persistent for me.
6y ago
Resource updates seem to be broken. I have to manually click on every building, open it's individual stats, and click "show workers" to get the buildings to even start producing resources or become staffed in general.

For instance my Deep Digs will be fully staffed but not a single worker working until I manually update the building, then it'll either be instantly fully staffed or completely unstaffed. Production is literally affected by this issue, lost 3 hours of alien artifacts among other valuable resources because I didn't realize this was happening until my approval rating hit 0 because my food and water bottomed out too.
6y ago
I'm having difficulty micromanaging my jobs/housing because after extensive reconstruction of my entire colony to perfect my ratios, I somehow ended up with 234 extra jobless colonists when my calculations only accounted for 12. I've gone over the math so many times I just can't find more than 12 extra housing compared to jobs yet 234 in my stats screen........ I'm convinced it's a bug at this point but have no idea were it would stem from.

A map with colored clouding like in SimCity would greatly help in managing these three as well as open up further mapping of other in - game statistics.
6y ago
Does not follow normal pathing. It will choose the shortest route by blocks regardless of pavement you may have layed out
6y ago
Is there a way to edit the 100 character summary for Commonwealth's? I accidental left it blank and can't find a button to edit it from. Thank you.
6y ago

The6atekeeper

Member
Member Since
January 28th, 2018
Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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