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发售和营运建议Offering and operating advice


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1.减少新内容的增加,把更多的精力用在修BUG。(借鉴factorio)
2.提高本体和DLC售价,本体提价50%,DLC提价50%,本体+DLC套餐9折优惠,并且承诺以后不打折。(借鉴factorio)
3.鼓励和协助MOD开发者。(借鉴factorio,factorio本体游戏内容只能100-200小时,但MOD游戏内容可以达到2000-3000小时)
4.增加电力、通勤时间等运营报表,让老玩家的策略效果有数据依据。
5.推出自动化挑战关卡的免费DLC,兼容本体和DLC,让新玩家从挑战关卡中学习自动化设计,适应游戏玩法
6.推出火山、喷泉挑战关卡的免费DLC,提高模块的设计指标,比如火山的发电量达到理论值80%,比如限制使用液体冷却器或气体冷却器开发金属火山等,让新玩家学习在沙盒模式下设计并解决问题。
7.如果要发售免费的新内容,请以免费DLC的形式出现,提高媒体曝光。
8.建设官方wiki(借鉴factorio)

1. Reduce the addition of new content and devote more energy to repairing bugs. (learn from factorio)

2. Increase the selling price of ontology and DLC by 50% and 50% respectively, and 10% off the ontology + DLC package, and promise not to discount in the future. (learn from factorio)

3. Encourage and assist mod developers. (referring to factorio, the game content of factorio can only be 100-200 hours, but the game content of mod can reach 2000-3000 hours)

4. Add operation reports such as power and commuting time to provide data basis for the strategic effect of old players.

5. Launch a free DLC for automated challenge level, which is compatible with ontology and DLC, so that new players can learn automation design from challenge level and adapt to game playing methods

6. Launch the free DLC of volcano and fountain challenge level, improve the design indicators of the module, such as the power generation of volcano reaches 80% of the theoretical value, such as limiting the use of liquid cooler or gas cooler to develop metal volcano, so that new players can learn to design and solve problems in sandbox mode.

7. If you want to sell free new content, please appear in the form of free DLC to improve media exposure.

8. Build an official wiki (learn from factorio)

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7 hours ago, O.J.Vodka said:

1. Reduce the addition of new content and devote more energy to repairing bugs. (learn from factorio)

In recent update they say that it is their plan for the DLC - less new content, more bugfixing and polish before the release

7 hours ago, O.J.Vodka said:

2. Increase the selling price

Who are we to discuss their pricing policy?

7 hours ago, O.J.Vodka said:

3. Encourage and assist mod developers.

One of the recent updates included all things mod developers requested, Klei cooperates with us really well. Could be better? Always can be better, ofc, there are things that are supper hard or impossible to mod, things that could use some API etc, but overall as a modder I am very satisfied with Klei support.

7 hours ago, O.J.Vodka said:

5. Launch a free DLC for automated challenge level, which is compatible with ontology and DLC, so that new players can learn automation design from challenge level and adapt to game playing methods

 Maybe not a DLC, but yeah, having some tutorial levels, or short scripted campaign would be really nice addition

7 hours ago, O.J.Vodka said:

7. If you want to sell free new content, please appear in the form of free DLC to improve media exposure.

Before Spaced Out! DLC, Klei released two game packs, with recreation buildings and automation features. Both acted like free DLC (except you can't opt out from them, they are in the main game forever for free). I'd expect more of those after DLC release.

7 hours ago, O.J.Vodka said:

8. Build an official wiki (learn from factorio)

That is a really good idea, there is unofficial ONI wiki, but must be updated by users. Official one would be really nice.

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5 hours ago, pether said:

Before Spaced Out! DLC, Klei released two game packs, with recreation buildings and automation features. Both acted like free DLC (except you can't opt out from them, they are in the main game forever for free). I'd expect more of those after DLC release.

not forget that they include some new stuff recently to the base game as well like food spoiling what not existed before

but for the new players it not mean nothing. as they already have those when they get game

if look back to early games,

ttt.thumb.png.31ba973bad8e9a2d98180fa6187f106f.png

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Please let me comment in Chinese.
Factorio云玩家
1. 这点是这次更新日志里已经承诺过的,最近确实bug多了些,需要集中修复的。
2. 这是什么意思?上车锁门?售价这东西恐怕并不是这里讨论的,要收钱也不是没有办法,花钱解锁粒子火箭,花钱解锁丰碑建造,学Tencent嘛。
3.缺氧的外核心很大,很难说能脱离核心发展mod,再说鉴于新玩家的水平不一,如果以mod为核心的话吓走新玩家,肯定是不值的。先招路人缘吧
4.同意。现在的报表有些不够了,尤其是消耗不分星有些麻烦
5&6.请不要告诉我您在希望咕雷教玩家玩游戏,尤其是这种类型的游戏,败人品。
而且有很多东西难以定义。什么叫开发金属火山?挖开灌水也是,扣上蒸汽机配合液冷降温也是,花百八十周期搭一套火山裂化也是,而并不能说火山裂化因为没有用液冷所以不如或胜过蒸汽机方案。
另外,上面说了外核心,而内核心其实就三个:给氧气,给食物,收拾卫生,只有这三个数值是不可避免地在掉,游戏内所有项目都是为了这三点准备的。即使您走囚犯流(囚禁跑轮,失禁产水,吸污染氧,啃炸泥糕),也要满足这三点。自动化什么的都不是必须的,甚至卫生间自循环也不是
7.恕我不能明白免费DLC和媒体曝光有什么关系...这是不是应该去买稿的?
8.没必要,其实fandom上有很详细的Wiki了,但那是英文版,中文版在建设了,官方确实需要把游戏内百科丰富一下,比如动物的生长周期什么的。区别在于wiki还有模块教程的,而克雷可不会给出“标准答案”

 

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20 hours ago, Deltic said:

2. 这是什么意思?上车锁门?售价这东西恐怕并不是这里讨论的,要收钱也不是没有办法,花钱解锁粒子火箭,花钱解锁丰碑建造,学Tencent嘛。
5&6.请不要告诉我您在希望咕雷教玩家玩游戏,尤其是这种类型的游戏,败人品。
而且有很多东西难以定义。什么叫开发金属火山?挖开灌水也是,扣上蒸汽机配合液冷降温也是,花百八十周期搭一套火山裂化也是,而并不能说火山裂化因为没有用液冷所以不如或胜过蒸汽机方案。
另外,上面说了外核心,而内核心其实就三个:给氧气,给食物,收拾卫生,只有这三个数值是不可避免地在掉,游戏内所有项目都是为了这三点准备的。即使您走囚犯流(囚禁跑轮,失禁产水,吸污染氧,啃炸泥糕),也要满足这三点。自动化什么的都不是必须的,甚至卫生间自循环也不是
8.没必要,其实fandom上有很详细的Wiki了,但那是英文版,中文版在建设了,官方确实需要把游戏内百科丰富一下,比如动物的生长周期什么的。区别在于wiki还有模块教程的,而克雷可不会给出“标准答案”

56,缺氧是模拟经营类游戏,拿蒸汽发电机举例,新人完全不会玩。现在版本蒸汽发电机是19年年中发布的,堵口满效率、100度过热、125度蒸汽发电,这几个特征很快就被网友发现了,而最大吞热877.59kdtu/s、废热10%是我自己摸索并确定的特征,因为没有翻代码拿公式,当初很多网友质疑这几个特征。现在的新人如果不去贴吧不去论坛不去外面找资料,新人连蒸汽机都不会用。再看缺氧的对标产品,是城市天际线、模拟城市、文明、异星工厂,它们都有教学模式。其中自动化是缺氧的特色,游戏全程都需要用到自动化,对标的是异星工厂的自动化,新人玩异星工厂是几乎可以不用自动化,而缺氧不会自动化真的没法玩。综上而论玩缺氧的学习成本极高,因此我提议开发挑战关卡模式,让玩家一点点了解。

再看饥荒是冒险类游戏,包含丰富隐藏内容要玩家去探索,有点类似惊喜营销,直播观感也很好,可以不做教学,可以定价低点,让更多的人去体验去发现乐趣。很明显,无教学、定价低还经常活动促销打折,这两个特征饥荒缺氧都有,klei在用饥荒的经营思路去经营一款模拟经营类游戏!

2.为什么要提价?

增加营收、增加营运人数、关键是增加教学投入、甚至可以增加推广费用。DLC的每月更新内容数量少于前几年本体每月更新内容,很明显Klei在开源节流保障营收平衡。这种反常的操作,我推断是这款游戏营运效益太低,造成这结果的原因,是玩家流失率太高,即便像戴森球计划、帝国时代4那样做付费推广,这么高的流失率推广投产比也会差劲。

为什么我反对降价?

低价引流的玩家流失率高,经常打折促销也会影响商品价值。

8.增加wiki,是基于56两点,现在更新的英文wiki是挂广告保持更新和服务器费用,还有几个网站网址我也有,但基本拖更了。那么为什么有玩家建设的wiki,我还建议要做官方wiki,因为可以在游戏里挂链接跳转!不要小看一个跳转,它是一个明确的指导,新人可以很直观的找到资料,新人在遇到问题后,往往不知道怎么寻找答案,继而劝退了、流失了。游戏里的F12远没有做网站好,网站好更新、好查阅,还能二次跳转到论坛参与讨论。

, 6, hypoxia is a simulated business game. Take the steam generator as an example. The newcomers can't play at all. The current version of steam generator was released in the middle of 19. The features of full efficiency, 100 degree overheating and 125 degree steam power generation were soon discovered by netizens. The maximum heat swallowing of 877.59kdtu/s and 10% waste heat were the features I explored and determined by myself. Because I didn't turn the code to get the formula, many netizens questioned these features at the beginning. If the newcomers don't go to the post bar, the forum or the outside to find information, they can't even use the steam engine. Then look at the benchmarking products of hypoxia. They are urban skyline, simulated city, civilization and alien factory. They all have teaching modes. Among them, automation is the characteristic of hypoxia. Automation is needed in the whole process of the game. The benchmark is the automation of alien factories. Newcomers can hardly use automation when playing alien factories, and hypoxia will not be automated. It's really impossible to play. To sum up, the learning cost of playing hypoxia is very high, so I propose to develop a challenge level mode to let players know a little bit.

Let's see that famine is an adventure game, which contains rich hidden content for players to explore. It is a bit similar to surprise marketing. The live broadcast experience is also very good. You can not teach, and you can set a low price, so that more people can experience and find fun. Obviously, there is no teaching, low pricing and frequent promotional discounts. Klei is running a simulated business game with the business idea of famine!

2. Why raise the price?

The key to increasing revenue and the number of operators is to increase teaching investment and even increase promotion expenses. The monthly updated content of DLC is less than that of ontology in previous years. It is obvious that Klei is increasing revenue and reducing expenditure to ensure revenue balance. For this abnormal operation, I infer that the operating efficiency of the game is too low. The reason for this result is that the player turnover rate is too high. Even if you pay for promotion like Dyson ball plan and Empire era 4, the promotion and production ratio of such a high turnover rate will be poor.

Why am I against reducing the price?

The loss rate of players with low price drainage is high, and regular discount promotion will also affect the value of goods.

8. The addition of wikis is based on 56 points. Now the updated English wikis are advertising, updating and server fees. I also have several website URLs, but they are basically delayed. So why is there a wiki built by players? I also suggest making an official wiki, because you can link and jump in the game! Don't underestimate a jump. It is a clear guidance. Newcomers can intuitively find information. After encountering problems, newcomers often don't know how to find answers, and then persuade them to retreat and lose. F12 in the game is far from being a good website. The website is easy to update and consult. It can also jump to the forum for discussion twice.

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31 minutes ago, O.J.Vodka said:

56,缺氧是模拟经营类游戏,拿蒸汽发电机举例,新人完全不会玩。现在版本蒸汽发电机是19年年中发布的,堵口满效率、100度过热、125度蒸汽发电,这几个特征很快就被网友发现了,而最大吞热877.59kdtu/s、废热10%是我自己摸索并确定的特征,因为没有翻代码拿公式,当初很多网友质疑这几个特征。现在的新人如果不去贴吧不去论坛不去外面找资料,新人连蒸汽机都不会用。再看缺氧的对标产品,是城市天际线、模拟城市、文明、异星工厂,它们都有教学模式。其中自动化是缺氧的特色,游戏全程都需要用到自动化,对标的是异星工厂的自动化,新人玩异星工厂是几乎可以不用自动化,而缺氧不会自动化真的没法玩。综上而论玩缺氧的学习成本极高,因此我提议开发挑战关卡模式,让玩家一点点了解。

再看饥荒是冒险类游戏,包含丰富隐藏内容要玩家去探索,有点类似惊喜营销,直播观感也很好,可以不做教学,可以定价低点,让更多的人去体验去发现乐趣。很明显,无教学、定价低还经常活动促销打折,这两个特征饥荒缺氧都有,klei在用饥荒的经营思路去经营一款模拟经营类游戏!

2.为什么要提价?

增加营收、增加营运人数、关键是增加教学投入、甚至可以增加推广费用。DLC的每月更新内容数量少于前几年本体每月更新内容,很明显Klei在开源节流保障营收平衡。这种反常的操作,我推断是这款游戏营运效益太低,造成这结果的原因,是玩家流失率太高,即便像戴森球计划、帝国时代4那样做付费推广,这么高的流失率推广投产比也会差劲。

为什么我反对降价?

低价引流的玩家流失率高,经常打折促销也会影响商品价值。

8.增加wiki,是基于56两点,现在更新的英文wiki是挂广告保持更新和服务器费用,还有几个网站网址我也有,但基本拖更了。那么为什么有玩家建设的wiki,我还建议要做官方wiki,因为可以在游戏里挂链接跳转!不要小看一个跳转,它是一个明确的指导,新人可以很直观的找到资料,新人在遇到问题后,往往不知道怎么寻找答案,继而劝退了、流失了。游戏里的F12远没有做网站好,网站好更新、好查阅,还能二次跳转到论坛参与讨论。

 

基本同意,但问题可能在于理解角度?

缺氧的难点在于什么?在于极高的试错成本。种植区温度失控了饿死人,打印出螃蟹打死人,好奇挖了火山烧家,挖了晶洞被天然气填了家...很多的失误结局只有一个:弃档。以全程3倍速计算,一个200天的档需要11小时以上,然后因为多点了一下,这11个小时就白费了。

这么看来,或许类似缺氧的应该是HOI4,上手极难,系统复杂,学习成本很高,但很值得钻研?那么对照HOI4,或许应该指望多出付费DLC,更多地建设官方论坛和官方wiki,尽管这可能还是更依赖爱好者来完成,而且有些项目可能并不是科雷当时考虑到的,比如蒸汽机的最大吸热能力,这是由科雷直接指定的几个数值推算出的间接结果。比如用花盆种冰萝卜,以及高压制氧。这是设计的漏洞,但确实是某些玩家很需要的攻略。这些我不认为应该也不会出现在官方wiki里。

教程关的话,也可以有,只是我想不到太好的形式。毕竟标准答案是很难出的。以及这东西很可能不久就出标准作业,而新手只是抄作业,并没有学到什么。

另外,我承认我这边的群里似乎没几个人知道官方论坛,我也是游戏坏了才找到这里的,另外英文环境对于国人玩家来说确实有难度。别指望机翻,它不知道mob是莫波。

饥荒是另外一个方向了。如你所见饥荒本体大概已经很久没什么更新了,而联机靠皮肤和新内容可以持续吸引住玩家(和收入)。饥荒联机的试错成本就没有那么高,死了找人拉起来。新内容吸引人,有价值,虽然完全没有教程。而缺氧这边...大概您也知道电话目前最大的作用搞不好是构成高档餐厅而不是加士气。

p.s. 或许没有教程就是科雷在缺氧刚出时的想法?

(Most machine translation below)

Basic consent, but the question may lie in understanding perspective?

What is the difficulty of ONI? is the very high cost of trial and error. Planting area temperature out of control starved people, print out crabs kills dupe, curious to dig a volcano burn home, dig a hole of natural gas and filled the home... There is only one outcome of many mistakes: abandonment. At three times the speed of the whole journey, a 200-day slot takes more than 11 hours, and then because of a little more click, the 11 hours are in vain.

In this way, perhaps similar to the lack of oxygen should be HOI4, very difficult to get hands on, complex system, learning costs are very high, but it is worth studying? So compared to HOI4, perhaps we should expect to pay more for DLCs and build better official forums and official wikis, although this may still be more dependent on enthusiasts to complete, and some projects may not be what Corey was thinking about at the time, such as the maximum heat absorption capacity of steam engines, which is the indirect result of several values directly specified by Klei. Or use flower pots to grow wheezewort, and "high pressure oxygen generator ". This is a design leak, but it is a much needed strategy for some players. These I don't think should and won't appear in the official wiki.

Tutorial levels can also be there, but I can't think of a good form. After all, the standard answer is hard to come by. And this thing is likely to soon be out of standard homework, and novices just copy homework, and did not learn anything.

In addition, I admit that my side of the group seems to know few people know the official forum, I am also find here after my game gone bad, and the English environment for the Chinese players are really difficult. Don't expect machine translation, it doesn't know what is a mob.

Don't Starve is the other way around. As you can see DS single version hasn't probably been upgraded for a long time, but DST with skin and new content can continue to attract players (and revenue). The cost of trial and error in DST is not so high, dead and find someone to revive. The new content is engaging and valuable, although there are no tutorials at all. And the ONI side... Presumably you know that the biggest thing about the phone right now is to make up an upscale restaurant rather than boost morale.

p.s. Perhaps no tutorial is Klei's idea when the ONI first came out?

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10 minutes ago, Deltic said:

基本同意,但问题可能在于理解角度?

缺氧的难点在于什么?在于极高的试错成本。种植区温度失控了饿死人,打印出螃蟹打死人,好奇挖了火山烧家,挖了晶洞被天然气填了家...很多的失误结局只有一个:弃档。以全程3倍速计算,一个200天的档需要11小时以上,然后因为多点了一下,这11个小时就白费了。

这么看来,或许类似缺氧的应该是HOI4,上手极难,系统复杂,学习成本很高,但很值得钻研?那么对照HOI4,或许应该指望多出付费DLC,更多地建设官方论坛和官方wiki,尽管这可能还是更依赖爱好者来完成,而且有些项目可能并不是科雷当时考虑到的,比如蒸汽机的最大吸热能力,这是由科雷直接指定的几个数值推算出的间接结果。比如用花盆种冰萝卜,以及高压制氧。这是设计的漏洞,但确实是某些玩家很需要的攻略。这些我不认为应该也不会出现在官方wiki里。

教程关的话,也可以有,只是我想不到太好的形式。毕竟标准答案是很难出的。以及这东西很可能不久就出标准作业,而新手只是抄作业,并没有学到什么。

另外,我承认我这边的群里似乎没几个人知道官方论坛,我也是游戏坏了才找到这里的,另外英文环境对于国人玩家来说确实有难度。别指望机翻,它不知道mob是莫波。

饥荒是另外一个方向了。如你所见饥荒本体大概已经很久没什么更新了,而联机靠皮肤和新内容可以持续吸引住玩家(和收入)。饥荒联机的试错成本就没有那么高,死了找人拉起来。新内容吸引人,有价值,虽然完全没有教程。而缺氧这边...大概您也知道电话目前最大的作用搞不好是构成高档餐厅而不是加士气。

p.s. 或许没有教程就是科雷在缺氧刚出时的想法?

(Most machine translation below)

Basic consent, but the question may lie in understanding perspective?

What is the difficulty of ONI? is the very high cost of trial and error. Planting area temperature out of control starved people, print out crabs kills dupe, curious to dig a volcano burn home, dig a hole of natural gas and filled the home... There is only one outcome of many mistakes: abandonment. At three times the speed of the whole journey, a 200-day slot takes more than 11 hours, and then because of a little more click, the 11 hours are in vain.

In this way, perhaps similar to the lack of oxygen should be HOI4, very difficult to get hands on, complex system, learning costs are very high, but it is worth studying? So compared to HOI4, perhaps we should expect to pay more for DLCs and build better official forums and official wikis, although this may still be more dependent on enthusiasts to complete, and some projects may not be what Corey was thinking about at the time, such as the maximum heat absorption capacity of steam engines, which is the indirect result of several values directly specified by Klei. Or use flower pots to grow wheezewort, and "high pressure oxygen generator ". This is a design leak, but it is a much needed strategy for some players. These I don't think should and won't appear in the official wiki.

Tutorial levels can also be there, but I can't think of a good form. After all, the standard answer is hard to come by. And this thing is likely to soon be out of standard homework, and novices just copy homework, and did not learn anything.

In addition, I admit that my side of the group seems to know few people know the official forum, I am also find here after my game gone bad, and the English environment for the Chinese players are really difficult. Don't expect machine translation, it doesn't know what is a mob.

Don't Starve is the other way around. As you can see DS single version hasn't probably been upgraded for a long time, but DST with skin and new content can continue to attract players (and revenue). The cost of trial and error in DST is not so high, dead and find someone to revive. The new content is engaging and valuable, although there are no tutorials at all. And the ONI side... Presumably you know that the biggest thing about the phone right now is to make up an upscale restaurant rather than boost morale.

p.s. Perhaps no tutorial is Klei's idea when the ONI first came out?

钢铁雄心4我没玩过,看着定价就还好,2D游戏百元就是天花板它卖70块,刨去日本暗荣那几个页游卖几百块,国内外2D游戏就在百元左右。

饥荒我不清楚这几年的具体发展,但能被鹅厂收购,受到资本的认可,也证明了它的长期运营效益良好。缺氧DLC很多评价如果不是看在本体的份上,就是差评如潮,现在又明显裁员调动去干别的项目,如果KLEI不调整经营策略去主动降低玩家上手难度增加教学等,肯定会影响DLC的正式发售,倘若正式发售一般,这个项目或许会黄掉。

遗迹就是教学,把遗迹做成教学关卡就好了,让玩家基本学会与门非门这些简单的自动化设计。

官论都是一班社区经理敷衍了事,跟工厂那边的开发者与玩家之间的互动还是有差距。现在几个玩本体的官论大佬都没看到在DLC里发帖,评价又差,DLC正式发售卖的不好,发售之后肯定要经历一次开发团队调动,缺氧这个项目基本会废掉

现在缺氧整体形式非常不乐观,我估计明年年中,你会看到更新很少,BUG也迟迟不修,就基本断定这个游戏的产品生命周期到头了,开发团队都会调动到别的项目里。然后再过两三年突然来一波更新修BUG,公布会有一个小DLC会开发售卖,也就是电击疗法给咸鱼翻身,看还有没有得活

KLEI被鹅厂收购,鹅厂不会干涉KLEI具体怎么开发游戏,但是会审核KLEI的季度年度财报,KLEI不可能像过去那样随性把大量的人力精力投入到现在缺氧这个效益很低的项目上了。我看呢,开发教学模式、降低入门难度、衍生MOD玩法,也只能想到这条路能救活这个项目,可以打个赌测试我的预测,哈哈

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On 11/2/2021 at 11:23 AM, O.J.Vodka said:

很多的失误结局只有一个:弃档。以全程3倍速计算,一个200天的档需要11小时以上,然后因为多点了一下,这11个小时就白费了。

回档啊

You can always rollback when your dupes ran into some accidents, unlike in Don't Starve, which is way more uncompromising since you can't pause, go back and fix mistakes. A lot of fun happens when you pause the game to design stuffs and rollback to prevent a catastrophe that sabotages your colonizing effort. 

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On 11/24/2021 at 1:19 PM, ONI_Chemist said:

回档啊

You can always rollback when your dupes ran into some accidents, unlike in Don't Starve, which is way more uncompromising since you can't pause, go back and fix mistakes. A lot of fun happens when you pause the game to design stuffs and rollback to prevent a catastrophe that sabotages your colonizing effort. 

Not always works. Some mistake like forget to load food on rockets can be saved by rollback 1 cycle. But if a fatal error occurred because of  wrong design while the chance of correction has long gone... 

I had one, miscalculated the use speed of cold slush so wheat farm quickly overheated after cold polluted water ran out. My dupe starved to death later. I can't see an option to save them by rollback and then quit.

回档不一定解决问题。像忘了给火箭里送食物,回一天的档就行。但如果某种因为设计失误导致的严重错误发生了呢

我就出过这种事。冷污的使用量没算好,冷污抽干,麦田迅速升温,然后人就饿死了。我不知道回档到哪里去以及怎么改设计可以解决问题,就弃档了。

(之后我就只用液冷方案了)

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4 hours ago, Deltic said:

Not always works. Some mistake like forget to load food on rockets can be saved by rollback 1 cycle. But if a fatal error occurred because of  wrong design while the chance of correction has long gone... 

I had one, miscalculated the use speed of cold slush so wheat farm quickly overheated after cold polluted water ran out. My dupe starved to death later. I can't see an option to save them by rollback and then quit.

回档不一定解决问题。像忘了给火箭里送食物,回一天的档就行。但如果某种因为设计失误导致的严重错误发生了呢

我就出过这种事。冷污的使用量没算好,冷污抽干,麦田迅速升温,然后人就饿死了。我不知道回档到哪里去以及怎么改设计可以解决问题,就弃档了。

(之后我就只用液冷方案了)

Don't rely on single food source, and always prepare plan B. Grow an easier plant, get a stable. This is what I learned when I first played ONI dupes starved to death because I spent all dirt in the map for mealwood. Sleet wheat is one of the most difficult and expensive crops to grow because of critical temperature requirement and constant supply of fresh water that shall not freeze or overheat the crop. I only use it to make berry sludge as stock food for space travel because it never spoils. Now I always have 2-3 types of crops per colony (usually mealwood, bristle berry, and the third is dependent on the type of biome indigenous to each asteroid). I always ensure I have sufficient dirt and water stock to make mush frys in worst case when all plants/animals died.

趁着冷污没断之前种一波别的菜预防缺粮,然后再把冰霜小麦的液冷控温做好就没事了。冰霜小麦太难种不适合作为唯一食物来源。

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