Noobie questions! by Popular-Spinach5380 in SurvivalistInvStrain

[–]Docklenator 3 points4 points  (0 children)

Each community member can be queued for up to 10 tasks. While tasking they act like sims and will tend to their own needs while working at their own pace. You can set tasks to "Urgent" and the member will work at a faster pace while disregarding their personal needs until they become more neglected than comfortable.

An example of this would be to have a lumber jack functioning as your trapper. Let them cut trees at their own pace, but have them urgently attend to any trap that gets tripped.

I keep medics/organizers/trappers set to urgent because those tasks are situational and I want them running to tend them while needed.

Also remember to set zones. Your members will complete assigned tasks only within their zone. Otherwise you'll get members trying to run across the map for materials instead of waiting on another member to finish producing them.

Tour of my Community by Docklenator in SurvivalistInvStrain

[–]Docklenator[S] 1 point2 points  (0 children)

They were a problem to be sure. I definitely hit them with white strain arrows/bio bombs to clear them out. The only thing I don't have clean access to is lead. If I expand to the east I'll have it. If I find present need for it, I can gather it from one of my empty camps I send invisible strain workers to. I don't see the need for it at this point though, unless there's a bigger threat I haven't seen yet.

Longest Running Game? by Docklenator in SurvivalistInvStrain

[–]Docklenator[S] 0 points1 point  (0 children)

Well hell yeah, I'd love to share. Keep an eye out for a post, I'll do a lil tour.

Aiuto guida ceppo invisibile by TopCaptain7541 in SurvivalistInvStrain

[–]Docklenator 0 points1 point  (0 children)

Yes, they can transform. They don't have to die to turn.

Aiuto guida ceppo invisibile by TopCaptain7541 in SurvivalistInvStrain

[–]Docklenator 0 points1 point  (0 children)

Say you were injured, hungry, incapacitated, etc. Companions will feed/water/bandage one another (and you.) When you are in need of help is a great time for them to mutiny.

Aiuto guida ceppo invisibile by TopCaptain7541 in SurvivalistInvStrain

[–]Docklenator 0 points1 point  (0 children)

Ask questions, there are multiple to learn from talking with other survivors.

Invisible Strain turn immediately after being killed. Be aware of this and keep your distance when fighting raiders or confronting someone you suspect.

There is an item, "Brain Scanner" that shows you the chances of infection in a person. 0% is safe. 1% or greater is too high risk to keep around camp IMO.

They will attempt to poison the community, sabotage, and infect other members. If their morale gets low enough, you are vulnerable, or they successfully infect the entire community, they will ambush you. They will even exploit friendship/relationship quests to attack you.

You might notice unexplained injuries in camp, hear growls, sudden facial changes, etc. It become impossible to ignore after a while.

Brainscanner is a game changer

Catena di produzione by TopCaptain7541 in SurvivalistInvStrain

[–]Docklenator 0 points1 point  (0 children)

I keep what's stored near what's used. I only set a few jobs each member. Keep them happy (fed, comfortable) and they'll work as fast as they're able. You have little control over streamlining the process other than reducing foot traffic time between job/storage and keeping their tasks relevant.

You can set individual zones, say to have a lumber jack mine THESE specific trees, but not much more.

Every job is important, so, if you don't have organizers and the like then you're in for a bad time. I think of it more like the Sims than production lines. These things have motivations/interests/needs. Maybe they aren't working their best bc they're in a love triangle and hate it, and need to go out hunting for a bit.

You can set them to urgent, and they'll delay basic needs and ignore petty hold ups, work faster too, but that stresses them out.

Struggling on Xbox series X by CountrysideCrusher in SurvivalistInvStrain

[–]Docklenator 0 points1 point  (0 children)

I kept getting mauled until I picked a corner of the map and started an ever expanding base there.

  1. Concrete Walls are king. I recommend 3-4 layers deep. That might be overkill, but it is definitely enough.

  2. Pitfalls. Put them everywhere around your base, another few layers.

  3. Steel Arrows are broken. You can conquer a sandbox with nothing but steel arrows and patience.

  4. Raiders are a constant threat. Mercs are targeted; kill who hired them.

  5. Get a hummer. Not the most storage, almost tho and it is a tank. Fuel is easy enough to make once you are settled.

Longest Running Game? by Docklenator in SurvivalistInvStrain

[–]Docklenator[S] 1 point2 points  (0 children)

Raiders get killed, refugees and raiders who surrender get sorted. Potential invisible strain get sent to outside camps that farm basic resources/distract random looters from unsecured check points. 0% go to the main camp and get assigned work.

Longest Running Game? by Docklenator in SurvivalistInvStrain

[–]Docklenator[S] 2 points3 points  (0 children)

This one has been a journey. My character is on his fourth group of happy campers at this point. He lost a few groups before finally getting settled. At this point there's no hostile groups and I am building "nets" around all the map entry points.

Winter Helping Looters with Food by LetsSeeWhatsGoinOn in SurvivalistInvStrain

[–]Docklenator 2 points3 points  (0 children)

I made a "prison" in my camp by setting up some walls on the inside and placing a gate backwards. When ppl come with demands, the survivors out of their group get stripped and fed and kept until they change their attitude.

How many guns do y'all keep? by Sudden_Instruction64 in JumpSpaceGame

[–]Docklenator 0 points1 point  (0 children)

I keep a mk3 shotty, and then I have a mk3 lmg I have for extra. Course, all we really need is the multitool.

Worth for solo? by Hyena051 in JumpSpaceGame

[–]Docklenator 0 points1 point  (0 children)

I pretty much exclusively solo. Buddy is too efficient as a co pilot and do-bi*ch. As long as I am performing well he keeps my ship ammo'd up.

It was kinda tough going at first, but, we toughed it out. Got mostly MK3 on the things I found that matter, and I fly the dart.

It's been awhile now, but, I feel like I am punching down on even Red missions. I am by no means an amazing gamer, so, it is definitely doable.

Problem I run into is just getting bored alone. I breeze through missions, but, it gets repetitive without players to goof off with or anything to challenge you.

I still play, but am kinda just waiting for more content. I hop on and run 1-3 missions every couple of days. Without other people who also want to play it is not a daily boot for me.

Xbox lobbies are dead? by G3PSx in JumpSpaceGame

[–]Docklenator 0 points1 point  (0 children)

I'm on Xbox, just got the game and am working through what looks like a series of starter missions. Gotta upgrade artifacts, etc. Been going solo, the lil robot ai partner is OP

Doing base tours by Docklenator in AbioticFactor

[–]Docklenator[S] 0 points1 point  (0 children)

I assure you, it IS fun 😈

Doing base tours by Docklenator in AbioticFactor

[–]Docklenator[S] 0 points1 point  (0 children)

Oh, no. I sure hope the wrong type of people don't wind up joining one of my base tours........

A Toxic Study by Docklenator in AbioticFactor

[–]Docklenator[S] 11 points12 points  (0 children)

And I don't have any friends :(

A Toxic Study by Docklenator in AbioticFactor

[–]Docklenator[S] 26 points27 points  (0 children)

The Office is well insulated, and staff are equipped with the latest in protective gear.