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Asteroids Destroyed half the map... what now?


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Slight over exaggeration. But I'm about to start a new game and just wanted advice on how to approach this part of the game after breaching the surface. I was trying to build bunker doors to block out the sky but I've seen posts where apparently there are other solutions.

Can anyone direct me to a guide on what to do after breaching the surface?

I've not gotten to the space exploration part of the game yet so I'll be building everything for the first time.

Also some other issues...

The game is quite laggy at this point and I've had the occasional crash to desktop. Any tips on how I can alter my playstyle to minimize lag once it gets past 300 cycles would be nice.
Once I got jetpacks I sent my dupes on a mining rampage and mined out 4 whole biomes including all the geysers on the map, lag got kinda bad after that lol.


screenshots.... if I could stop this from happening that would be great lol.5bdda42054c79_Asteroiddestruction.thumb.png.34539e263feb3fdd9fd8724493c8e159.png5bdda443b9f78_Asteroiddestruction2.thumb.png.4dd170d770794a086a0587694cc1b720.png

My attempt at protecting the biomes. I didn't have enough steel to finish it.5bdda49f1e261_Asteroiddestruction3.thumb.png.e232e14980763cbe9dd0fe30ec32b68f.png

1 hour ago, ChickenMadness said:

Can anyone direct me to a guide on what to do after breaching the surface?

The game is quite laggy at this point and I've had the occasional crash to desktop. Any tips on how I can alter my playstyle to minimize lag once it gets past 300 cycles would be nice.
Once I got jetpacks I sent my dupes on a mining rampage and mined out 4 whole biomes including all the geysers on the map, lag got kinda bad after that lol.

1. Press show navigation from time to time, and remove any unnecessary pathing options. Pathing is the biggest killer on FPS right now, and as stated above, remove your jetpacks unless they're vital to you. I found a 10-12 fps drop every time a dupe decided they were going to use a jetpack, before they'd even put the suit on - meaning the time it took them to get to the dock, equip the suit, use it, and return - all that time is was the same fps reduction.

2. Don't panic about space heat too much - dig everything out and seal it off piece by piece - eventually once your bunker doors are in, and you have a debris catching floor below (I start with mesh tiles, then upgrade to glass) - you can leave some space for solar / rockets / space related builds, then double skin space off entirely.

Spoiler

image.thumb.png.73331334a5293b84f34b0e51fea5b866.png
I like to use a double layer, one tile of insulated, the other of regular tile. I normally dont bother sweeping any of the hot crap with any sort of urgency, and instead let my dupes use it for building etc and sweep it over time.

In my offline base i've taken to cooling the surface debris with radiant piping through glass, but this isn't necessary really, i just wanted lots of cool iron for my storage rooms.

image.thumb.png.97e0a098a6544a28cb68104074da411b.png

 

Welcome to my world.  One biome destroyed all across the top, and it is hot AF up there too.  I finally got up to the surface around cycle 600 and am now building a bunker tile layer all across the map.  At the same time I'm making sure the gases can get space exposure so it turns into a vacuum.

 

Might not be the best approach but it is working.  I have far too much time invested to start over.  I'm assuming it wouldn't be such a headache if I had Shove Voles but I made this world before the latest update where they spawn on the surface.

 

Be careful with the regolith cave-ins.  I had a dupe have about 30 stacks fall onto them and it teleported them to the top of the stack (which was in outer space and they had no way back...)

20181103111501_1.jpg

36 minutes ago, LookingForBaal said:

Welcome to my world.  One biome destroyed all across the top, and it is hot AF up there too.  I finally got up to the surface around cycle 600 and am now building a bunker tile layer all across the map.  At the same time I'm making sure the gases can get space exposure so it turns into a vacuum.

 

Might not be the best approach but it is working.  I have far too much time invested to start over.  I'm assuming it wouldn't be such a headache if I had Shove Voles but I made this world before spawned on the surface.

 

Be careful with the regolith cave-ins.  I had a dupe have about 30 stacks fall onto them and it teleported them to the top of the stack (which was in outer space and they had no way back...)

20181103111501_1.jpg


What is the benefit of it all being a vacuum? Is that preparation for later buildings?

 

 

49 minutes ago, Lifegrow said:

1. Press show navigation from time to time, and remove any unnecessary pathing options. Pathing is the biggest killer on FPS right now, and as stated above, remove your jetpacks unless they're vital to you. I found a 10-12 fps drop every time a dupe decided they were going to use a jetpack, before they'd even put the suit on - meaning the time it took them to get to the dock, equip the suit, use it, and return - all that time is was the same fps reduction.

2. Don't panic about space heat too much - dig everything out and seal it off piece by piece - eventually once your bunker doors are in, and you have a debris catching floor below (I start with mesh tiles, then upgrade to glass) - you can leave some space for solar / rockets / space related builds, then double skin space off entirely.

  Reveal hidden contents

image.thumb.png.73331334a5293b84f34b0e51fea5b866.png
I like to use a double layer, one tile of insulated, the other of regular tile. I normally dont bother sweeping any of the hot crap with any sort of urgency, and instead let my dupes use it for building etc and sweep it over time.

In my offline base i've taken to cooling the surface debris with radiant piping through glass, but this isn't necessary really, i just wanted lots of cool iron for my storage rooms.

image.thumb.png.97e0a098a6544a28cb68104074da411b.png

 

Thanks. 
Can you explain the first point a bit more?

Should I be minimizing where dupes have access to? click show navigation on a dupe, block off most base exits so they're confined to the base?

Edit:

Also once you've gotten to the point where you've mined the entire map like that, do you notice improvements in FPS?

I was thinking the amount of animals, plants etc on the map must also be contributing to the lag. Noted I won't be using jetpacks anymore though.

2 hours ago, ChickenMadness said:


What is the benefit of it all being a vacuum? Is that preparation for later buildings?

 

This might not really matter for you.  If your destroyed biomes are exposed to space it doesn't matter much.

For me, it was my first step in minimizing how much heat is trapped on the surface (and seeping down into the rest of the map).  I had bad luck between the way the map was drawn and me happening to reach the surface under a POI that I didn't know about.  The result was all the hot regolith was boxed in, turning an ice biome to steam and thus trapping tons of steam and PO2.  It was kind of odd, POI should have protected the area from meteors but I'm guessing since it wasn't totally revealed it didn't.

 

I would like to try again like you are but I just don't want to throw away 120 hours and still not have experienced space.

 

Edit:  Oh, and I also didn't want my (plastic) transit tubes melting!

14 hours ago, ChickenMadness said:

Thanks. 
Can you explain the first point a bit more?

Should I be minimizing where dupes have access to? click show navigation on a dupe, block off most base exits so they're confined to the base?

Edit:

Also once you've gotten to the point where you've mined the entire map like that, do you notice improvements in FPS?

I was thinking the amount of animals, plants etc on the map must also be contributing to the lag. Noted I won't be using jetpacks anymore though.

It's more about the math that has to be calculated whenever anything in the game decides what path to take to get from point A to point B.  For example, in the early game it's pretty common for most people's starting base layout to have 2 Ladder columns -- one on the left side, and one on the right side, with some rooms on either side.  Early game that's not an issue, but late game that starts to be an issue.  Every time your Dupes navigate from one side to the other, the game has to decide whether it's faster to use the closer Ladder column, or the farther one.

So when you develop the innards of your space base to cover almost the entire area horizontally, and 1/3 or more vertically...  if you have multiple routes between these locations, the game has to make increasingly complex determinations how how to get from point A to point B.  To make an improvement in this, you need to remove as many decision points as possible, and the best way to do that is to ensure that from any one place to any other place, there are as few routes as possible.  Preferably only a single route.  In this regard, Transit Tubes are actually very useful, as you can easily create a single spinal pathway from which you branch out to reach specific destinations.

You are also correct, the quantity of Critters will have an impact on performance as well.  There will come a point where you should relentlessly kill off all Critters you are not actively keeping, whether they be Tame or still Wild.  If they are in a confined space, there is a lot fewer possible decisions to make.  But depending on the specs of your hardware you may reach a point where you will have to kill off all Critters.

The other thing you can do to improve performance is to replace any large areas of gas, liquid, or vacuum that you are not actively using with solid tiles.  Since solids don't move very much, that's a whole other set of calculations that are not required when compared to liquids, or especially gases moving back and forth and switching position and all that comes with that.

I exchanged all my spacesuits (10) for jetpacks when I was able to do it and then I noticed the game was lagging as hell right after the jetpacks.  So, I ditch them completely, if i want to clear an area the laser mining is a better option. The jetpacks are slow, consumes petroleum, emit CO2 & heat all the **** where they pass. Sometimes my dupes ran off of fuel and got stranded and was a pain in the ass rescue them.

The meteor shower doesn't start until you "see" the surface, don't go there until you're ready. Get all the steel you can make and then put a 1st skin of bunker tiles in space. Then a second skin of regular tiles in the biomes to avoid gas exposure. Clear all the debris because is a heat source.

DON'T try to seal the biomes with bunker tiles! It's a waste of steel. An horizontal line in space and that's it.

Later on you can redo the celing changing with bunker doors (500 steel) instead of bunker tiles (400 steel).

I powered my first steam rocket with regolit: I put a liquid reservoir (4 x 3 tiles) right below the bunker tiles (+200º C already by the meteor shower), I put as wall some diamond temp shift plates and the water became steam as soon as I poured it in.

Greetings

If you don't approach the surface to the point where you can hear remote explosions, you haven't "discovered" the surface and don't have to worry about asteroids. There's some conflicting info on this in the forum but i've tested it myself. The moment you start hearing the asteroids, you have limited time to go start making repairs.

Start a large scale ranching operation early in the game, this is the best way to have some steel available by the time you need to bunker your surface up. Lime is the limiting factor every time. You can use whatever you want, but pacus product egg shells the fastest, and food for hatches is extremely plentiful.

 

Unless it changed in the last update the asteroids fall from cycle 1. But what you are talking about with discovering space is how you get iron comets to also fall. Instead of just the regolith ones. Which are more destructive and I believe can 1 shot weak tiles. So its still a good idea to stay away from space if you want less damage to the top of your world.

16 hours ago, PhailRaptor said:

It's more about the math that has to be calculated whenever anything in the game decides what path to take to get from point A to point B.  For example, in the early game it's pretty common for most people's starting base layout to have 2 Ladder columns -- one on the left side, and one on the right side, with some rooms on either side.  Early game that's not an issue, but late game that starts to be an issue.  Every time your Dupes navigate from one side to the other, the game has to decide whether it's faster to use the closer Ladder column, or the farther one.

So when you develop the innards of your space base to cover almost the entire area horizontally, and 1/3 or more vertically...  if you have multiple routes between these locations, the game has to make increasingly complex determinations how how to get from point A to point B.  To make an improvement in this, you need to remove as many decision points as possible, and the best way to do that is to ensure that from any one place to any other place, there are as few routes as possible.  Preferably only a single route.  In this regard, Transit Tubes are actually very useful, as you can easily create a single spinal pathway from which you branch out to reach specific destinations.

You are also correct, the quantity of Critters will have an impact on performance as well.  There will come a point where you should relentlessly kill off all Critters you are not actively keeping, whether they be Tame or still Wild.  If they are in a confined space, there is a lot fewer possible decisions to make.  But depending on the specs of your hardware you may reach a point where you will have to kill off all Critters.

The other thing you can do to improve performance is to replace any large areas of gas, liquid, or vacuum that you are not actively using with solid tiles.  Since solids don't move very much, that's a whole other set of calculations that are not required when compared to liquids, or especially gases moving back and forth and switching position and all that comes with that.

Very good explanation, thank you.

9 hours ago, Lutzkhie said:

does meteor shower still start when discovered? or was it changed?

It`s supposed to but apparently it never did. At around 300 cycles the abyssalite layer starts taking damage. Then it`s up to luck when and where it fails. At 600 you get completely destroyed biomes. Shove voles are supposed to help with that with their tile creation but they won`t start moving before you discover them and seem to be buggy and often get stuck walking up a wall.

IMO the best strategy for now is to discover the top of the map fast but not break into space. Instead bulid a double layer of granite tiles right below the most exposed parts of the abyssalite border with an extra layer of insulated tiles. It should hold long enough to get the needed steel to secure the top of the map.

Quote

The meteor shower doesn't start until you "see" the surface, don't go there until you're ready. 

Bad news. This isn't changed yet. I go to the surface in the 135 cycle of the game and the ruins where covered whit hot regolith, so still first cycle regolith drop. I finish my regolith no more top wall by cycle 265 and i have only 92 more tones of regolith :) 

Good news, the quantity is much little then before, and if you stack the regolith in an 20 tones stach, one starved shove vole eat all and (i think is a bug) instead of 500 kg/ cycle. 

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