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2018-06-19 Starvation, Suffocation, Power Reserve, Patents
#1
Air and Suffocation
Citizens of new style cities now consume air, on worlds with unbreathable atmospheres.

Air consumption is reported on the city report.

The rate of consumption of air is one unit per city report period per citizen.

When no air is in stock at the end of a report period, 10% of the citizens suffocate to death. A morale penalty of -5 is incurred for suffocation. Deaths due to suffocation are currently disabled. Suffocation is reported, with a message that says it is disabled.

When insufficient air is in stock at the end of a report period, a 'gasping' morale penalty is incurred, -2 if the air supply was less than 1/2 the air needed, -1 if the air supply was less than the full amount of air needed.

Food and Starvation
Citizens of new style cities now consume food.

Food consumption is reported on the city report.

The rate of consumption of food is based on the body size of the citizens. The amount of nutrition points consumed at each meal is equal to 1/5 of the citizens body hit points. Food units are consumed based on the nutrition value provided to the citizens.

When no food is in stock at the end of a report period, 10% of the citizens starve to death, at least four. A morale penalty of -5 is incurred for starvation. Deaths due to starvation are currently disabled. Starvation is reported, with a message that says it is disabled.

When insufficient food is in stock at the end of a report period, a morale penalty of -2 is incurred for hunger.

Power Reserve and Consumption
Power reserve and consumption is now reported on the city report for new style cities.

Power reserve capacity is the sum of the capacitor space in all the buildings.

Power reserve is the current amount of power stored.

Power consumption is the number of units of power consumed since the last city report cycle.

20,000 Mine Machinery
A vehicle factory created a lot of lag when it manufactured 20,000 mine machineries.

Unfortunately, this unimplemented vehicle caused a steady stream of log messages on the server, slowing it down a lot. Movement in the area was also very slow, especially since the client produced a steady stream of log messages due to their presence in the scene.

Old style buildings can still make them for the benefit they provide to some manufacturing processes. They still won't spawn in the scene.

New style buildings will no longer bother to make them since they do not track them the way old style cities did. Mine machinery, commercial ships and tanks will have to wait until work on the custom vehicle designer is done.

Brokers Use All Storage
Warehouses and storage tanks were a bit restrictive, only allowing their selected commodity to be stored there.

Warehouses and storage tanks can now be used by brokers to store the things they buy, according to whether the commodity requires liquid or dry storage. Those buildings continue to accumulate the commodity they are configured to accumulate.

Patents and RnD
New style city reports now report the patents that are stored in the buildings in the city.

They also report the number of shops assigned to develop each patent.

Overworked Penalty
Since the addition of a professional worker class, service jobs should not count toward overworked penalty.

Overworked penalty in old style cities is incurred when the total number of jobs exceeds the total number of citizens, and there are no empty homes.

I changed new style cities to incur the overworked penalty if the number of manufacturing + professional jobs exceeds the total number of citizens, and there are no empty homes.
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#2
Speaking of new vehicles, any ideas currently on how changes will end up working with buildings and whatnot?
Since everything will be custom, will we need to park a custom vehicle at a building (tractor/farming module, mining module) or a garage to get
its benefits? (I'm assuming, more or less, that we will be able to have vehicles with different module qualities, and maybe even
customized modules, so potentially multiple different types will be around at any given time.)
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#3
(06-20-2018, 12:38 PM)Haxus Wrote: Power Reserve and Consumption
Power reserve and consumption is now reported on the city report for new style cities.

Power reserve capacity is the sum of the capacitor space in all the buildings.

Power reserve is the current amount of power stored.

Power consumption is the number of units of power consumed since the last city report cycle.

I have seen a lot of players be confused about these numbers in the past.
The amount of power consumed since the last city report cycle is a very useless number when we don't know how much was produced.

Even better would likely be to flatout show the amount of power needed on average and amount produced on average.

To be fair, I would love to see electricity behave differently from normal commodities.
Have power plants produce a static amount of power based on job amount per tick. Then have static power consumption be subtracted and use the remaining output to recharge batteries in power plants and military installations. If not enough static power is produced, drain some from power plant batteries.
Shores of Hazeron Wiki Moderator
hazeron.com/wiki/ User: Deantwo
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#4
any plans on fixing the fact that several buildings always count as 1 building when it comes to morale no matter how large, how many workers, no matter how many service jobs, etc? i could build a massive church with tons of space for housing, jobs, and anything else you could need and it will still only count for only one point for morale. this causes us to spam massive amounts of these buildings which eats up our building cap and bogs down the servers. this is currently the case for Casino, Church, Grocery, Retail store and Arena
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#5
(06-20-2018, 07:45 PM)NexGenration Wrote: several buildings always count as 1 building

I haven't started fixing morale much yet, but this is presumably quite important given the limited number of buildings you can actually have. Dedicating lots of spaces to arenas and the like would enforce a population cap far lower than what the theoretical world limits envisage - the theoretical and actual caps could be anything, but they should at least agree (roughly), if they are not to confuse players. Is there any compelling reason for this artefact to be retained from the old system?
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#6
(06-20-2018, 07:45 PM)NexGenration Wrote: any plans on fixing the fact that several buildings always count as 1 building when it comes to morale no matter how large, how many workers, no matter how many service jobs, etc?

*Holds up a sign saying "sarcasm warning"*
Of course not, why would we want that fixed?

Jokes aside, Jey wrote something on the wiki about it.
Here: http://hazeron.com/wiki/index.php/City_M...ing_Levels
Shores of Hazeron Wiki Moderator
hazeron.com/wiki/ User: Deantwo
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#7
I do not think several buildings count as one any more. That was fixed in a recent update. The industries table on the city report shows how many each building counts as, based on offices, shops, auditoriums, fields, etc.
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#8
Hows do homes not part of a city consume food and air?
Still every 13 minutes? Then I assume that the 13 minute tick is per world rather than per city.
Shores of Hazeron Wiki Moderator
hazeron.com/wiki/ User: Deantwo
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#9
Ah, that would be great if it's working Haxus! Still, it will take my lazy citizens a good stretch of time to build those new arenas etc. once I've designed some stop-gap versions, even with me helping them manually. I think I have to satisfy about 300,000 people spreas around my space! Sorry again to hold things up...Will try to sort it ASAP.

EDIT: Would you be prepared to insta-build some of these buildings for people, so there's time to get things balanced and sort out the morale messages as they arise?
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