Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I tried 2.4 last night, not sure where you want us posting issues/bugs, I was going to add to patch notes but apparently that thread is visible in twitter so didnt want it showing there. :)

Love the location option and jobs to crew list, altho kind of making rolodex obsolete, speaking of which, would be nice if new employee popped to top of it once added.

Not sure if was intentional or not but every new employee arrives tired and never have enough time to assign them a bunk before they are crashing on floor and getting pop up for it.

Job eperience. Only got 16 days in last night but at that time, my 2 custodial folks got a few skillups in all their required fields. Maintenance guy I dont think ever skilled up in anything but was fuzzy and my reactor worker may have gotten 1 skill up or 2, but nowhere near the custodial guys. This going in with 2 folks who had at least a dot in engineering doing the power and maintenance, the other 2 we just put into custodial to fill jobs.

Life support and garden - not really sure the purpose of either and neither required any jobs and while they required resources to maintain wasnt sure if they produced anything. I imagine garden for chlling but not sure about Life support.

I added a cargo bay(the half module 1) and soon after a resupply I had some green stuff on the ground that looked like some type of acid with fume affect, but nothing showing up on task tracker , the module itself, to indicate what it was or if any issue.

Still no warnings for explosions, I had the same module explod by a crew quarter that wasnt used yet, with purple smoke coming out, but again no card, no real info in task tracker or module to tell me what happened.

I havent tried growing further than basics and unsure if new modules become available at a certain point or if all we have is whats there now. I understand a save is hard to do right now, but not sure what playing longer accomplishes other than adding alot more power and maintenance jobs, but with the rng of applicants, out of probably the 10-20 I recieved in 16 game days, only 2 had engineering and not sure wether I want to put unskilled folks in those jobs.


I do like the improvements tho and didnt have any weird glitches that I noticed, I did get 1 expired supply order but once swapped out cartridges and put back I realized a new supply came in,

Hey Lochar,

Thanks for the feedback! Great stuff! 

  • Agree that you shouldn't have to dig through the rolodex to find the ID card of the new hire!
    • We absolutely intend to add more functionality to the rolodex, including solving that issue.
  • New crew arriving tired is a bug, just lower priority than save games (what Adam is currently coding!).  But glad you mentioned it, because the bugs that people notice more are the ones that need to be fixed sooner!
  • A bit about XP:  the amount granted is relative to the points of the task, so higher point tasks grant more XP and this is capped to task level. So for example, character with a Logistics (4) doesn't gain skill XP from level 1 Logistics tasks.  As you correctly noted, we absolutely need to tweak/balance the rate of skill gain relative to the different jobs, because custodial crew are always working and maintenance tasks just naturally occur with less frequency. However, maintenance XP gain was recently increased so will need to take a look and see if something is busted there :)
  • Garden is for personality growth.  On the crew info panel (grey box when you click a crewmember) you might see a "Psych: 0" or a "Psych: 1" for example in their needs section. Psych: 1 means they have some internal personality growth to work out, and they'll go to the garden and meditate to do so!
  • Life support is for converting waste into water. Apparently it is not functioning properly! (And as we add more jobs to the game, we might give it an associated job)
  • Green stuff on the ground means there is a resource with the "reactive" property in a section (in this case cargo hold) without functioning compartments on the module.  If two reactants are present in a section without functioning compartments on the module, then they'll react and cause an explosion! Each reactive resource has its own particle effect, and purple smoke is another one. If you intend to put reactants in a cargo hold, you should build it with compartments (which module builder should be way more clear about, but it is mentioned on the form you stamp to get the resource ;)). 
    • We're also in the process of upgrading the notice system in general to better explain why these things happen!
  • For the RNG on recruits, feel your pain and FYI there is a recruiter job on the feature/implementation schedule where you'll have some implicit control over that.