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Jobs filled information and overlay suggestion  

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Miraak
Eminent Member
Joined: 11 months  ago
Posts: 25
17/09/2016 8:07 pm  

At first I want to let you know that my game is now almost working like a charm after the last update - except the laggy things while building new things in a larger colony. But no crahes anymore which is really cool 🙂 Thank you for that.

Right now I am playing Sandy Gulch and my colony have now over 1000 colonists. Everything works fine but I am still working on the fine tuning for the production to have enough food and anything else but doesn't let the inventory filling up too much. That's not so easy but fun to do and for doing that I need to reduce workers on some facilities. Now it comes to my problem. Because this changes takes a while to be seen or to have an effect, I have no idea anymore where all I changed the workers. It could be nice to see that on the overlay as well so I don't need to click through each building to check that out.

Also the filling jobs info tells me not all jobs are occupied by workers. But that means the closed jobs as well. Not sure if you want to have the info like that or not. It's a little bit confusing to see if there are really unoccupied jobs or if thats are all the closed jobs. So maybe you can extend that info to see the total unoccupied jobs and how many of them are closed by the player.

I hope you know what I trying to tell 🙂

 


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bluesaka111
Eminent Member
Joined: 11 months  ago
Posts: 49
20/09/2016 8:18 am  

You can also follow suggestion below if you want to improve your colony (end game state only):

  • Use Employment overlay and apartment to control your colony worker efficiency.
  • Build 1 air filter and 3 water pump near your geothermal generator.
  • Replace all your Intake fan with your Air filter in late game.
  • Build 1 air filter near every chemical plants or mill you have or your colonist will die because of poor air quality.
  • ONLY build Habitat and Skyscraper near your industrial zone or near your geothermal related zone.
  • Build 4 T3 farm that only produce Kelko and 2 Chemical plant to turn Kelko into Kelko Sludge which can be use to produce nanite when your mines depleted or you wont have any nanite to keep your colony running.
  • Build lot and lot of T3 solar panels so your colony wont have to depend on Zorium Generator since Zorium are limited.

 

Hope that help. 


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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
21/09/2016 7:50 pm  

Thanks for the post.

We are working on improvements to the Employment overlay that will communicate this information better.  Stay tuned!  🙂


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