Planetbase has a damning flaw. Malnutrition.
The mealmakers in the canteens are set by the game to make basic meals first in priority. They do not wait for more ingredients to be stocked to then create the complex meals. They also only hold up to 5 ingredients at a time. This limits a lot of options as well. That in itself is not such a bad sounding thing, colonists still get fed.... right. Right but what is a bad thing is that after 10 basic meals, your colonists become malnourished. Having them be malnourished is the same as starving but they are still eating. So like starving colony's, the malnourished colonists end up dying in a large wave. Like a culling. The smaller your colony is the worse off you are, as the cull may contain the only specialist or group of specialists that can help dig you out of the hole that is meal time hell.
I've read the blog's, wiki's and suggestions on steam, it is a flaw, the game designers know about it and have in at least one previous patch altered the meal makers. Weather they will fix it is an unknown to me. I hope they do but a small team can only do so much, especially with the game being out for so long and being "feature complete".
What I've found to work out best is to plant nothing but wheat. That way the wheat can be combined with the synthetic meat to make "proper" meals, burgers to be exact. That's not to say that the meal makers wait, no, they still pump out basic meals like there is no tomorrow. But at least with only one veg in stock and all the meat in the world there is a chance a colonist will get a proper meal combination of the two products once in a while.
A quick fix is to remove malnutrition from the game. I think that is bad, I like my game that complex.
It needs a smarter meal maker for sure. Limiting the ingredients is a stop gap solution. It's gaming the system and letting luck play it's part. I hope it's fixed.
Planetbase has traffic problems as well, airlocks can be a painful bottleneck.
Dont' get me started on fighting intruders.... Although I do like turning off the airlock when the intruders are about to enter it. That way they go to the next nearest airlock, which is halfway around my base. Once they leave to go to it I turn the first airlock on. When they get near the second I turn it off. Rinse and repeat until they run out of O2 and die. Having them use up their suit O2 running back and forth between airlocks is better than having a running firefight in my colony killing security staff and colonists as they go.
I still love this game.
No comments:
Post a Comment