Your comments

Thank you. While I tried to present some general ideas here i did not provide detailed implementation concepts. In case this helps and you decide that you like to follow up on one or more of the ideas I presented here I'll gladly try to provide more input or help in playtesting.


I.e. if you decide to go for the advanced repair mini games instead of putting a fully fletched new mechanic in the game - you could build a rapid stand-alone prototype, game jam style (no textures lighting etc.) and let users here test it and provide early feedback. Just implement sth. with bare minimum effort and let's figure out together if it works out and where tweaks are required before putting serious dev time into it.

Nice that you like some of the ideas. According the stroms I do realize that you have the possibility to craft portable batteries both to charge the rover as well as the habitat, however there a a couple of things I dislike about this mechanics:

  • Portable batteries seem like "power banks" they could be used to power portable electronic devices, light sources but seem way too small to charge the rover or habitat. The character would barely be able to carry a single power cell let alone stash it in inventory. This would have several advantages:
    • more realistic - it doesnt seem plausible that the habitat or the rover can be powerd by small pocket size batteries
    • give the player a sense of achievement: The "power wall" (mount for the habitat backup batteries) could be a discoverable blueprint and may require additional materials/parts to be gathered -> more reasons to explore
  • Having a mount for the power cells as habitat subsystem adds possibilities to integrate some manually controlled power management/redistribution system, where the power gained from the external powersupply and the internal
    backupsystem can be balanced.
  • The portable battery works but it doesn't offer much gameplay it's mostly craft (which happens automatically) and than apply. The power cells could require the use of the drill rover or some minig site to obtain lithium.

I know that oxygen canisters can be crafted, but not being able to initially fill them because the base lacks a compressor unit will offer another possibility to improve your situation by either scavenging components from somewhere or build them via blueprint.


Currently the windgenerator would make things easier. However if you consider above mentioned power management system and the portable batteries being to small to power the base this could make sense. I'd expect powercells to be hard to produce and to not be available from the start of the game. The wind generator could help to make up for the initial lack of backup power. Also it will be pretty useless once the storm is over so the player might initially have to change to a wind powered habitat during storms.


One general inted I have with this different power generation methods is to lay a foundation for more interactive base management. For instance take a look at this (you can skip forward to about 2:40):


While this is a spaceship simulator, so the systems are not appliciable exactly the same way to Lacuna Passage I like the way you have more fine grained control over single components and have to manage them correctly. I.e. have a primary and secondary power bus. If one fails the player has to do the "repair minigame" but this will take time so 1st thing is to redistribute power over the backup bus and maybe resolve an overload situation. Also the RTGs could be involved here. Rather than plugging them into a single subsystem have one or two RTG slots per habitat and distribute power using the habitat control panel. There could be pump controls, and heating elements (to prevent the water freezing) for the water reclaimer. This would make emergency situations more interactive. Rather than hoping you have enough batteries in your pocekt once a storm hits you'd have possibilities to adapt and manage your systems. I.e. shut down the water reclaimer heating elements and have the water freeze. Once the player has to turn down the waterpipe heating (i.e. to save power during a storm the water pipes under the maintaince panels could burst with varying severity)


According the minigame implementation. I imagine this to look similar to the switch cabinates on the external hab supply systems. There are maintenance panels outside and inside the base (plain metal cover, 4 screws). Unmounting them will reveal a box of wiring and/or circuitry, also there could be oxygen, and water pipes. Rather than having a diagnostics screen that exactly locates the fault, repairing these will require the use of a circuit checker (attach it to two points to identify if a lane/wire is conductive or not), or in case of pipes visual inspection. Rather than always completely disabling the water reclaimer there could be smaller fractures that cause pressure drops and reduce the effciency. Such things like the water pressure could be read at the habitat control panel that is also used for power management. The design of the control panel could be inspired by the video above.


The general inted behind most of this is to reduce the time the player has to sit and twist thumbs (i.e. wait out storms) and to give more opportunities to actively deal with all these dangerous situations - and to leave room for human error in the process.

NP it is easy to avoid this one, once you figured out what triggers it. So no hurry.

Such engine issues can be a pain. Unfortunately I don't know unity, so this is a shot in the dark but does this info maybe help to mitigate the problem without too much effort?

Awesome, and kudos to you for squashing the bugs this fast. Keep up the good work =)

Thanks I'm trying to help where I can =)

Got it: Perform the following steps

  • Shutdown the power of any system
  • Walk to the systems switch cabinet and open it
  • Repair any slot with a fuse in it
  • After slot was repaired remove the fuse
  • Observe the fuse still being visible albeit it is technically removed
  • Repair the slot
  • Observer the fuse disappear
  • Replace component
  • Observe fuse appearing again

(This should work with most/(all?) components other than fuses as well).


I also made a little video demonstrating the issue.:


Sure, you can actually use this save from my other bug report about the water reclaimer issue. IIRC with this save it was perfectily reproducible, it basically happens all the time at least on my system. Just load my save, walk out and remove a fuse from any of the systems. If you repair the slot after component removal visuals will be updated properly.