Repair electric stuff every 5 min !!! WTF dude !

Started by Another-Frenchy, July 31, 2016, 12:09:21 PM

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Another-Frenchy

Hello,
i need a fix  for the "malfunction event" because with my 100 electric stuff....it's a loop of repair stuff. It's ridiculous and it's take 1 or 2 component every time. So i just wait and wait for 1 trader come and save me from the boredom.

I play with Randy mode "à la dure" in french.
I know it's a Alpha, and it's why i need a fix for that.
thx.

notfood

Try Fluffy Breakdowns. It's for A14 and makes it so you will need components only when you let your tables break.

Another-Frenchy

Fluffy Breakdowns ? It's a mod ?

The dev fix this problem for the next update ?

Thx a lot anyway !!
For me this bug slowdown the game so much....

asanbr

If it is something that costs 1-2 components, just deconstruct it after it breaks and you will get the components back (you lose some steel or whatever material you built the thing from). Then you can rebuild it and you haven't lost any components.

If it takes 3 or more, it depends and may not be worth it. But I think the things that mostly break down are heaters and other small things where you don't need to lose components.

It worked in A13, I haven't tested this in A14.


top_hat_tomato

I just changed the game's defs myself. I deleted every instance of <breakdownable> (fairly certain that's what it's called.) If you want me to, I could instruct you further as how to remove the feature.

FalconBR

Each electronic have a breakdown chance.
With over 100+ electronics you can guarantee you are going to have breakdowns everyday!

I normally turn off electronics not in use to try to avoid breakdowns, but they also breakdown!

Since day one I buy all components from ALL traders that come selling it, because it is less expensive then buying iron and manufacturing then!

A very huge base would be a repair electronics nightmare, that is why I avoid placing autodoors in bedrooms and other rooms with few access.

But the game normally avoid giving you over 12 colonist, so you don´t need a very huge base, a base for 12 people with 12 rooms, some workplaces, kitchens, 12 turrets and etc is not that repair nightmare you are describing right now!

Another-Frenchy

#6
It is because i have(had) a lot of turret, electronics doors, battery, solar panel etc...



Havan_IronOak

Personally I think that Fluffy breakdowns is the "better idea" in this case but each gamer develops their own style of play.

My preference is that with sufficient planning every crisis can be surmountable. From watching how RimWorld has developed, I'm guessing that Tynan prefers things a bit more chaotic.

Britnoth

Quote from: Another-Frenchy on July 31, 2016, 12:49:09 PM
Fluffy Breakdowns ? It's a mod ?

The dev fix this problem for the next update ?

Thx a lot anyway !!
For me this bug slowdown the game so much....

How does it slow the game down, when pawns will repair a breakdown with zero input from the player?

A cooler breaking down in the middle of a heatwave can make a good story. Someone spending 5 seconds maintaining a cooler during a heatwave is not a story, so I suspect the existing mechanic is going to stay.

MeowRailroad

It actually makes sense for stuff to be breaking a lot, since these electronics are roughed together out of buried centuries-old components and raw steel found in a mountainside, so the construction quality wouldn't be very good.
Quote from: Tynan on December 02, 2016, 05:24:06 PM
This is like being in a remote fishing town in Libera and asking, "Why can't I just pay one of the fishermen $10 to take me back to Los Angeles?"

Mordgier

Quote from: MeowRailroad on August 01, 2016, 08:37:50 AM
It actually makes sense for stuff to be breaking a lot, since these electronics are roughed together out of buried centuries-old components and raw steel found in a mountainside, so the construction quality wouldn't be very good.

I really wish the breakdown rate was tied to the skill of the builder or the quality of the build - but it's not.

The most frustrating thing about having hydroponics be your main source of food is the fact that one of your colonists is basically spending their entire life doing nothing but replacing components. With 6 lamps, I've never not had 1 basin broken...

Boston

Breakdowns make perfect sense, when you realize you are replacing the worn-out parts on a machine you cobbled together from scrap parts to begin with, and the replacement parts are either something you hammered out on an anvil, or something you literally pulled out of the ground from a centuries-old  waste heap.

Choco

Quote from: Another-Frenchy on July 31, 2016, 12:49:09 PM

The dev fix this problem for the next update ?

Thx a lot anyway !!
For me this bug slowdown the game so much....

I don't think what you're describing is actually a bug but rather is a feature. To be honest I think it is better that there are no perfect solutions in this game.

You want to not worry about raiders? fine place lots of turrets, but you'll have to build lots of generators to power them. Now you have enough power for your turrets and other fancy electronics, but you'll have to repair them all the time, so now you have to dedicate one of your pawns precious time to fixing them plus components.

Having said that, I would be fine with options for players who don't like the chaos this game brings to enable them to mitigate it to their liking. As a noob who plays Randy-Random on Challenge difficulty with perma-death turned on, I'm more interested in the way things can go wrong then I am making a perfect, unstoppable colony and things like breakdowns and solar flares keep things interesting and open avenues for multiple valid strategies that vary depending on the context of the situation.