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I know it takes some micromanagement, but it isn't that bad. Once you're stable you hardly have to do anything on the ship anymore, so going back into your food sector to turn on your Water Treatment plant until your food stockpiles are filled isn't that much work. Also if you're doing it this way instead of leaving your Water Treatment plant run non-stop you hardly ever run out of waste (Though it's smart to keep a Fusion Station and ice as backup if it does happen).
Also also, you have the added bonus of not having a diet of insects and mushrooms.
Looks like the biggest deviations were from the single build limit buildings which makes a lot of sense.
"specializations": {
...
"food": {
...
"highestTierUnlocked": 2,
"score": 1032
}
}
That let's me know that my sum in the sector for the food specialization is 1032 points and I'm tier 2. But I can use that information to determine the points of all building types by deleting almost all the buildings, saving, and checking the scores from a mostly empty sector. I.e. if I had just a mess hall I know the 24 food and pop points in the sector are the mess hall. If I add a Crew Quarters on top of that I know that the 9 additional population points are the Crew Quarters. Repeat for all buildings, and you end up with something like this: https://docs.google.com/spreadsheets/d/e/2PACX-1vQvY2z6n0hZZbiqkzvn6Rlo7iUmF-QhLVvWYVgzw-wfCCspn2mMoAFAn8_9FlPhgaCu_EaEx3xxyrWN/pubhtml?gid=73617034&single=true
I did find the file, I don't have anything to open sav or json specifically so opened it in notepad and did some find/searching but couldn't find much of use. Specialization was getting some hits but wasn't too sure on what the numbers were relating to (other than my current sector scores - the only thing that really made any sense). The buildings aren't named in there, they seem to use IDs instead so decided to give up on that.
It would be nice to get specific details on points required per sector and per building just to be a perfectionist but as long as the above does the job then I think we're good.
Regarding TorusSector.sav; The game has an internal point system to calculate the specializations and you can get a glimpse of it in your saves, which are stored at %USERPROFILE% \AppData\LocalLow\BulwarkStudios\Ixion\Saves\%ID% . This information specifically is in the TorusSector.sav file, which is JSON-like (if you're a programmer you might recognize the term, if not then don't worry about it except that it's somewhat readable with a normal text editor). The scale it uses is roughly one point per tile for most buildings, and the specializations are on the orders of hundreds of points (i.e. 300-500 for tier 1 and 700-1000 for tier 2). I've got my own spreadsheet with those numbers but it's value to you is probably marginal at best.
* Your space tier 1 requirement is off by a point; should be 5 on your scale
* Missing the train station, which would also be a space point by your scale
* Missing the Bioengineering Center, which I can't convert to your point system but is 81 points by the scale in the TorusSector.sav for both Industry and Recycling
With 5,500 pop I need to produce 277 food per meal...or 55.4 food per cycle (with fully upgraded mess halls). This can be achieved with 45 insect farms or 32 insect farms and 2 mushroom walls. Even the 45 insect farm option is doable with 4 open sectors. If you have 6 open sectors you can easily put out enough food with just insect farms and save all of your waste for steel to repair the now profusely bleeding hull.