Easiest way to deal with tailings is let the bloomery load them into carts and dig a hole to shove the carts in rather than a 5x5x5 cavern. less work, smaller hole, guaranteed no leakage.
Posts made by DeadSchism
Stairs? What's going on here?
Has anyone found a way to rotate the stairs in 6.3? It's incredibly aggravating having sideways stairs in a stairwell. I've tried everything I can think of with Q and E and even went through the entire keyboard and again holding shift and nothing will rotate stairs :(.
RE: An idea for active vs. idle progression
Here's an idea for the evolving skill increase problem. Like what was stated before, a lumberjack cutting down trees and leaving the mess simply to acquire the extra skill points involved does create several problems but I think it's still a viable option with a couple tweaks to the idea. First of all, let's not give them the skill points right off the bat. Instead, only give them the skill points AFTER they clean up all the wood pulp and the stump and store the logs in a stockpile. Doing this should give them incentive to not waste what they used purely for skill points and even if they do just plop a stockpile down and chop down every tree in sight and gain all those skill points just to have them, it should be a fairly small amount. That half is geared towards preventing server performance issues caused by this particular mechanic. The next half should help allot with players draining the resources from the planet entirely. For lumberjacks the biggest problem would be the lack of trees left to cut down after everyone has gone around leveling the Amazon lol. To help alleviate this, they should be awarded with a substantial skill bonus to the relevant skills for replenishing the resources they used. For example, logging will give you a minor bonus for cutting down trees and cleaning up the mess but a hefty bonus for replanting trees. It should encourage players to replenish what they may or may not have used to advance in whatever specialization they chose. Just a couple of thoughts on the idea. Let me know what you think. I find that in this game you need to find a way to encourage the players or give them some kind of incentive to do something without unbalancing the whole ecosystem.
Edit: Doing this may actually encourage carpenters and lumberjacks to grow tree farms to support their skills and be better for the environment while possibly leaving the majority of the naturally generated forests on the map mostly untouched. For this I would suggest making the drop rates on tree seeds a little higher though.
RE: Efficiency skills favour higher levels
I think the cost inflation should be done for individual skill trees. Instead of investing allot of points into survival for the early game then realizing skills in carpentry are extremely high cost even for the first level, have them calculated by tree so higher level skills in survival cost more points while your basic skills in any other tree aren't affected right off the bat. The system now is setup to make players feel like they need to be a jack of all trades which in turn encourages a solo play style rather than the team based survival game it was advertised to be. By no means am I saying this will solve that problem, but it should help to ease the suffering when picking late game skills like electronics, industry, and computer science doesn't require you to wait 3 days just to have enough skill points to spend on a single skill and having to get hit with more inflation costs as you specialize in that particular tree due to having to get so many prerequisite skills before it.
RE: More Active Players
They should integrate an automatic updater into the launcher that checks for updated versions before the player even logs in. I often find that allot of servers just disappear for no apparent reason and it turns out it was just an update to the game that unless you follow the forums or check the website regularly, would be extremely easy to miss. At the very least, give the player a pop-up window that asks them if they would like to update the game to the latest version if there is one available.
A few QoL ideas I have for the game
First thing, it would be nice to have a clear guide on what skills you NEED to have to reach a specific end goal specialization like computer science or industry. Right now I find myself sitting at the research table with skill tree open and going back and forth trying to figure out what skills I need to get to the next skill and the next skill and so on. Can we please have a more linear setup that tells us what skills we'll need to progress through to get to an ultimate goal? The current way of figuring it out could prove overwhelming for new players as I find very tedious even as an experienced player. It doesn't need a total overhaul of the current skill tree, but I think clicking on any specific skill should open up a little window of sorts and show you only the skills you need to acquire to reach whatever skill you selected. Second, we need some way to dispose of unwanted items. This could range from making these items compacted pieces of trash which we can fit tons of in chests, carts, or stockpiles, to simply burning it for a meager amount of energy to power things like campfires or blast furnaces. Third, can we have a stat added to the room stats telling us how much space is available for workbench type decorations in the window that automatically pops up at the bottom left corner of the screen? It gives us room volume and the materials the room is made from, but it doesn't tell us how much room we have available for said objects. That's about all I have for now and I'm sure I'll think of more things along the way.
RE: Recommended Specs
I'm not sure if it would run on 3.5GB RAM (Where do you get a half GB of RAM these days? lol) even on a 32-bit OS. Mine typically sits around 4GB RAM but having about 14GB available after the OS and other processes grab what they need, I would say you will do just fine on 8GB using a 64-bit version so a 32-bit version should be OK with even 4GB. I can't tell you for sure what FPS you'll be getting, there's allot of things that factor in to that like your CPU + GPU and what resolution you run the game on. Typically the lower the resolution, the more strain is put on your CPU than your GPU. Raising the resolution may actually yield higher frame rates assuming your GPU can handle it but for 1080p gaming, I would recommend a solid GPU to begin with. I'm running on a Ryzen 5 1500X + RX 470 and at 1080p on "simple" settings, it tends to hover around 130-145FPS. On "good" settings it's about 90-105FPS. I haven't tested any higher or lower settings yet but CPU/GPU utilization tends to sit around 30-45%/55-70% respectively on the "good" settings. Hope this gave you an idea of where to start when you have a target frame rate in mind. Also keep in mind, that minimap will play a huge role in your FPS. Depending on the level of detail and how far in your zoomed, it can drastically drop your frame rates instantly. On the "simple" settings, maxed minimap details and about 75% zoom took me from 130FPS all the way down to 10. Yeah, it's that drastic, so to improve frame rates on the fly try cutting down on the minimap details and keep it zoomed to around 50% or so.
RE: Searching Law example for tailing storage
I haven't found a way to do it yet but I have found somewhat of a workaround. You can tax players to create tailings (which nobody will like), but allocate them money for placing those tailings in specific zones or containers. An example would be taxing the players 1 credit for creating the tailing in the first place, but allocate them 1 credit for putting that tailing in a specific area specified in the law you proposed. Or you could opt to not tax them for creating the tailings and pay them to drop it off in a place of your choosing but this will require another way to keep the treasury funded whereas taxing them and giving them an easy way to get their money back would give them initiative to actually move the tailings where you want them.
RE: Framerate/Game using 100% CPU
Another solution may be your BIOS version. If your friend is running a more updated version of his MoBo BIOS it may be having an effect on CPU performance overall. Now this may not be the problem and some PC users find updating a BIOS to be a little on the risky side considering if you do mess it up, it can indeed brick your MoBo. An easier solution i find to be the cause of very low frame rates quite often is your GPU or graphics card drivers. I don't understand why, when a newer version of GPU drivers is released for a specific graphics card, your frame rates usually drop in allot of the games that were running just fine the day before other than the possibility of drivers manufacturers releasing said drivers the same day or a couple days after a major update to popular games or OS updates. It doesn't sound like that's the problem but it never hurts to check for an updated driver. One last thing I can think of that may be causing this is overheating. You won't notice something like that right away and task manager simply can't tell you, but if you are indeed overheating and your CPU is thermal throttling, it will affect performance tremendously giving a 6 core piledriver CPU a huge advantage over an 8-core. In the end, looking at the graph, the pattern of utilization tells a somewhat different story tho. The short peaks of 90+% utilization with frequent drops to 25-30% tell me there may indeed a problem with your MoBo BIOS not being the latest version. Next time you boot your PC, hop in the BIOS and check the version and compare that to the latest version from your MoBo manufacturers website. On the bright side though, it's probably not a GPU problem considering 1080p gaming places more load on the CPU rather than the GPU which I find ironic since 4k gaming places almost all of the load on the GPU letting you hit 60FPS with a rather low end CPU and high end GPU whereas 1080p you will need a stronger CPU to keep the same 60FPS.