I deepened all mines to their deepest possible (average depth 10,000), then built another mine. When I try to deepen that mine by starting the Deeper mining project again (for the 10,001st time), the project shows up as started but will no longer progress; it is stuck at 0%. The project remains stuck even if the average depth falls significantly below 10k, and remains stuck after a save and load.
James103
Recent community posts
When hovering over the "Workers" line in the colony resources, a breakdown of where workers are assigned is shown in the resource tooltip. I would like to see a similar breakdown for the "Land" surface resource, to see how many hectares of land are being used by active colony habitats and similar buildings.
The Deeper mining special project can be used to store an arbitrary number of extra androids, completely bypassing the storage capacity of the colony's android housing. This enables one to get effectively infinite workers given enough time and android production, which I do not think is an intended behavior.
This could be fixed by changing things such that androids assigned to specific projects, including Deeper mining, keep their spots reserved within the colony's android housing so newly built androids don't take their place and the total android count doesn't overflow.
Additionally, the number of workers provided by androids should be limited not just by current android count but also capacity. E.g. if your colony has 1500 out of 1250 androids, the 1250 (minus specific assignments) is added to the worker pool instead of 1500.
In the metal exportation project, the maximum rate of metal exportation is not shown anywhere and only manifests as a hard limit on the number of ships that can be assigned to said project.
Would it be possible for you to add a display somewhere within the project's text for the maximum amount of metal that can be exported daily?
All of the worlds you have implemented so far are colder than Earth and orbit the Sun. Regarding future worlds and the random world generator,
- Will we get to terraform worlds which have already had a runaway greenhouse effect (such as Venus), with one of the steps being to reverse said greenhouse effect?
- Worlds created with your random world generator for us to terraform will be outside our solar system. Will any such worlds orbit stars significantly larger or smaller than our sun?
- Will there be natural worlds significantly larger than Earth for us to terraform?
- Will we get to terraform worlds which are artificially constructed in nature, such as alderson disks, ringworlds, and dyson spheres?
- Will there be worlds with existing alien biospheres, where the goal is to neutralize (most of) the alien biosphere and replace/merge it with an extension of our own?
Currently, 10,000 ore mines, each with a base power draw of 50 kW, cost a total of 500 MW to run. This does not scale with the average depth of the mines: if the mines are at an average depth of 1,000, they still draw 500 MW in total.
I would expect the power draw of ore mines to scale with their average depth: deeper ore mines need more equipment to run at full speed, which increases their power draw. With 10,000 ore mines at average depth 1,000, their total power draw should be on the order of 500 GW assuming linear scaling.
A similar scaling can be applied to their maintenance costs: the deeper an ore mine is, the more equipment it needs, and the more resources are required to maintain said equipment. This scaling was present in a previous version, but has since been removed due to the deeper mines rework.
In the mid to late game, one can produce enough resources to construct 1,000 ore scanning satellites in one second. A research enables androids to speed up the rate at which existing ore mines are deepened. Why can't a similar research allow ore scanning satellites to be deployed more quickly and/or increase the maximum size of the ore scanning satellite constellation, thus providing another way to scale up planetary metal production?
When simulation is in progress, once the end of the current generation is reached, the app may crash while advancing the simulation to the next generation. This crash does not always occur with every generation (only some of the time), it may be preceded by a hang which may last several seconds, it occurs regardless of simulation speed or model, and it occurs even after a fresh uninstall and reinstall with default settings.
To reproduce:
- Uninstall any existing copies of the app.
- Use the itch.io app to (re-)install the app.
- Start the app.
- Load any of the default models. For me, I loaded the default horse model.
- Play the simulation.
- Optional: increase the steps per frame.
- Wait a few generations (could be 1, could be up to several dozen)
- The app crashes.
Firstly, the keys only need to be pressed in order, not all at once. Left Click focuses the game's window, then using the WASD or arrow keys selects various UI buttons as well as moves the player (in this specific case, pressing A or the left arrow key selects the exit to main menu button). Finally, pressing the spacebar clicks the button, which in the same case causes the game to exit to main menu.
Left Click + A + Space while in game exits to main menu instead of performing a jump, possibly because Space clicks the selected button (which is the button to exit to main menu in the top left). Either the jump button needs to be changed to W or the default behavior should be removed from pressing the spacebar.
Do you mean that the limit is so high that the heat death of the universe (and even the collapse of the false vacuum, see https://arxiv.org/pdf/1707.08124.pdf) would have occurred by the time said limit is reached?
Imagine a marathon race in which out of the hundreds to thousands of participants, you controlled not one, not two, but upwards of fifty runners in an attempt to make them all finish as high as possible.
Or, imagine this: You are a lone zombie in a big marathon race with thousands of participants. The goal is to try to infect as many other people as you can (turning them into more zombies under your control), and to have the resulting zombie horde finish as high in the leaderboards as you can.
Dates are limited to 100,000,000 days before or after the epoch of 1 January 1970 AD 00:00:00 UTC for precision reasons. You seem to be hitting this future limit (275760 AD), causing your date to stop increasing.
The dates stop earlier than that because adding the time per game tick to the current date goes past the limit.
Randomly, instead of generating an image, it instead generates the following error:
TypeError: Cannot read property 'x' of undefined
at /app/metro.js:424:29
at Array.map (native)
at rasterizeLines (/app/metro.js:409:31)
at generateSegments (/app/metro.js:473:27)
at tubeLine (/app/metro.js:585:34)
at Object.tubeLines (/app/metro.js:600:7)
at tubeImage (/app/server.js:49:23)
at /app/server.js:143:37
at Layer.handle [as handle_request] (/app/node_modules/express/lib/router/layer.js:95:5)
at next (/app/node_modules/express/lib/router/route.js:131:13)
at Route.dispatch (/app/node_modules/express/lib/router/route.js:112:3)
at Layer.handle [as handle_request] (/app/node_modules/express/lib/router/layer.js:95:5)
at /app/node_modules/express/lib/router/index.js:277:22
at Function.process_params (/app/node_modules/express/lib/router/index.js:330:12)
at next (/app/node_modules/express/lib/router/index.js:271:10)
at SendStream.error (/app/node_modules/serve-static/index.js:121:7)