Basic & Advanced Terraformer and Blight Lab

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Tolvor

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Jul 24, 2023
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  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
Playing the game and the Terraformers were working now consistently say Insufficient Resources, I have 1400 in inventory.

The Blight Lab is stuck at 801/1000 Blight Samples, again I have 1400 in inventory, not sure why they are no longer being delivers so I can finally rid my area of blight.

Are these know issues? Wanted to post here because apparently I cannot use the search function worth a damn here.
 
I'm not aware of either of those as reported issues. Please attach here the affected game file, thanks.
 
I have since deleted the lab and remade it still blight not being delivered, also seems there is a guy stuck in the sauna and my people not getting clean...
 

Attachments

  • JS10.save
    3,5 MB · Views: 0
It's been a while since I played this game - before the current patch and DLC - but I don't see what's wrong in that saved game. There's no waste facility gathering the bight, but as you say there's enough in stock to cover that. That said I think all your storages are full?

@vvvasi @ellacharmed I wonder if you can see an issue in this save/colony?
 
It's been a while since I played this game - before the current patch and DLC - but I don't see what's wrong in that saved game. There's no waste facility gathering the bight, but as you say there's enough in stock to cover that. That said I think all your storages are full?

@vvvasi @ellacharmed I wonder if you can see an issue in this save/colony?
Correct me if I am wrong, but should the people that are not doing anything be carrying Blight to the Research lab and the Terraform facilities regardless if general storage is full? If not, then let me know how I can correct it, because building more storage facilities does not seem like the answer.
 
May I know is this save on Epic or Steam platform? AFAIK, saves are cross-platform. I have the Ultimate Colony only for Steam, thanks to a good Samaritan.
But I cannot load the save, it says I don't have the Ultimate Colony, so I cannot load the save to test.

Is it possible to attach the .log file of your last play session with this save?

As for the carriers and the Blight resource-type glitch, I have occasionally encountered this issue and then it disappeared. Not sure what I did. Perhaps it is just slow to react or I'd demolished and rebuilt it (the terraformers) to be elsewhere. I also tend to remove the camp/HQ to force carriers to re-distribute to newly built General & Food storages to make the transfer get done faster, and then rebuild the HQ in a newly central location when my camp grows. Perhaps that also forces the carriers to pick the blight resource boxes to be brought to the Blight lab.

I cannot recall but the blight resource cannot be placed in the storages, right? Just in the main camp/HQ?
I'd have to open the game again at some point to jog my memory.
 
@ellacharmed thank you SO much for dropping in again!

FYI I was able to load that save in my Steam copy. I might be able to get you DLCs for the Epic edition of you need them though, let me know.
 
A full uninstall and reinstall solved my unrecognized Ultimate DLC issue, I can load the save now.
Correct me if I am wrong, but should the people that are not doing anything be carrying Blight to the Research lab and the Terraform facilities regardless if general storage is full? If not, then let me know how I can correct it, because building more storage facilities does not seem like the answer.

I see a few issues:
  • majority of colonists are complaining of being dirty or not clothed
  • despite having thousands of construction resources (except for Planks), the Production Limit mechanics wasn't utilized or halted altogether
  • almost all storages are full
  • in addition to the centralized storages, the producer and consumer buildings don't have their own storage of the input and output resource types
  • not clothed and being dirty, during Winter, results in a lot of deaths; thus creating workers reshuffling musical chairs that ends up in
  • production buildings are complaining of no workers, while the Fields do have workers who can pick up the slack for Carriers during Winter
  • no reshuffling possible when Deaths result in Carriers going down to 0, after a Death wave

From what I can see, the colony has become sprawling and you've clustered all the storages in the middle of the colony. Due to its size, it is suffering from layout optimization. And for a colony with 200+ colonists, and Carriers of less than 25, and I think 9 screens of Buildings (via the Statistics), the movement of resources is being bottlenecked by number of carriers and overproducing of construction resources. Since there's no mechanics of player prioritizing any task over others based on colony's needs, the overproduction of resources at the Auto-Extractors is in a race condition with everything else.

So, in summary what that combination creates is a situation where when a colonist does end up doing a carrying task, they might drop their payload when they are going from producer building to an empty Storage because they need to go take a shower or have a meal or their shift is over, because the back-and-forth distance is too far for them to do repeated transfers in one shift. And the cycle repeats and so some resources gets delayed getting to their final destination.

The objective is to free up more Carriers and lessen/mitigate death waves; so, what I've done is
  1. pause all the Auto-Extractors or any producer which has resources in the thousands
  2. build another Sawmill and place a storage for just Planks and limiting all other resources to speed up construction of more Saunas and Storages and Tailors
  3. place a storage near each of terraformers requesting for Blight Samples of 200++ quantity
  4. build more upgraded Tailors and place storages nearby requesting for the input resources of Fiber (and whatever the other item was) 200++ quantity, and limiting to just allow the input/output for upgraded Tailors
  5. demolish a few fields that have duplicated resource types and have a lot of said item in Food Storage
  6. in place of those fields, build and scatter about a few more Steam Saunas (nearby water towers) and General Storages
  7. build Food storages and Stockpile near Meal producers requesting Firewood and limiting all others
Aftermath64.0802-1231.jpg