this post was submitted on 07 Aug 2025
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[–] Soapbox@lemmy.zip 3 points 52 minutes ago

Starfield. I want it to look cool. But I also don't want to climb the damn ladders inside my ship, so I end up with a big flat slab.

[–] TheHotze@lemmy.world 4 points 1 hour ago

This is, in concept, why my brother won't play space engineers with me.

[–] 13igTyme@lemmy.world 5 points 2 hours ago

I played Cosmoteer before this DLC came out. Everything ends up being a box. I'm guessing FTL and similar games also have that problem.

[–] Apocalypteroid@lemmy.world 5 points 3 hours ago (3 children)

I'm surprised anyone has the patience to get to a space ship. I get bored late midgame when you run out of steel and have to juggle caravans and a colony which is constantly beset with attacks and adverse conditions.

[–] Limonene@lemmy.world 1 points 36 minutes ago

In the Odyssey DLC, there is a scenario where you start with a ship.

Raid strength is proportional to your wealth, as shown in the history tab. You can reduce raid strength by donating wealth (using caravans or drop pods) to potential allies.

[–] wrekone@lemmy.dbzer0.com 4 points 2 hours ago (1 children)

It's such fun game. I will never see what happens past midgame.

[–] Apocalypteroid@lemmy.world 2 points 2 hours ago

Oh absolutely. I have hundreds of hours logged, probably over a thousand now. It just gets so complicated and intense that I give up before getting anywhere near "end game".

[–] chilicheeselies@lemmy.world 1 points 2 hours ago

I think this refers to the new (awesome) dlc where your base is a spaceship

[–] Furbag@lemmy.world 2 points 2 hours ago

Also applies to Avorion lol.

[–] Rexiose@lemmy.zip 2 points 2 hours ago

Every FU***** time

[–] Phoenix3875@lemmy.world 9 points 6 hours ago (3 children)

In space, shape doesn't matter as much as mass center. Here's the spaceship Sidonia from Knights of Sidonia

Sidonia from Knights of Sidonia

[–] synapse1278@lemmy.world 1 points 1 hour ago

Cool design ! This sent me for a small research loop, wondering if there is any connection to the song from Muse Knights of Cydonia. The song came out in 2006 and the first manga in 2009. Most likely explanation is they are both named after the Cydonia region of Mars. Probably, the manga got translated back from Japanese phonetically.

[–] biotin7@sopuli.xyz 1 points 6 hours ago

Awesome show

[–] vga@sopuli.xyz 1 points 6 hours ago

I need to watch that show

[–] Jumi@lemmy.world 2 points 3 hours ago

Ha, my gravship still looks like a mushroom from my mushroom people eating mushrooms in their mushroom biom mushroom-formed colony. All Hail the Shroom Rocket!

[–] Natanox@discuss.tchncs.de 7 points 7 hours ago

We are the Box-shapes, resistance is inefficient.

[–] AgentOrangesicle@lemmy.world 3 points 6 hours ago (1 children)

500 named thrumbos and 2600 harvested kidneys later:

[–] devilish666@lemmy.world 4 points 5 hours ago (1 children)

2600 kidneys ?? That's rookie number.
Why only harvest kidneys when you can harvest anything until nothing left ?

[–] AgentOrangesicle@lemmy.world 4 points 5 hours ago

You've got a hard point there. At more than 100 colonists, my game loads in at less than one frame per second. That's why there's a cap on kidney harvesting. Otherwise, I would be a more terrible monster. Thanks for your concern, though.

[–] Evotech@lemmy.world 19 points 11 hours ago

Same in factorio

[–] brsrklf@jlai.lu 9 points 10 hours ago

That's okay, it's a Borg cube.

[–] Rozauhtuno@lemmy.blahaj.zone 2 points 7 hours ago

Me playing Kingdom Hearts.

[–] Evotech@lemmy.world 10 points 11 hours ago (3 children)

Honestly it's kinda fult of the game maker to not enforce some constraints that would force some cooler designs.

[–] Cethin@lemmy.zip 6 points 7 hours ago (3 children)

I've tried to think of an algorithm that would make it at least allow for less boring designs being nearly as optimal, but I can't. It could be a surface area requirement to break cubes, but then you just end up with circles. The tile limit promotes cubes for the fewest wasted tiles to walls. The range limit doesn't do much except add a gameplay and design component on how you want to expand.

I don't know what constraints you can add (or modify) to improve the design. Maybe having the option of different types of engines that don't have to be on the rear (or facing out whatever direction you decide)? Maybe they could change how ship defence works to make you need to design more interesting defences into your ship?

There's no good algorithmic solution I don't think. It just needs to be some external force that makes the existing optimal design not as good in some way. It's the same issue with the kill tunnels though; they can tweek it forever, but there's always going to be an optimal method players will abuse.

[–] chilicheeselies@lemmy.world 2 points 2 hours ago

I dont think you need a fancy algo, just some simple contraints.

For instance, maybe the grav fuel cell thingies emit radiation in a certain radius.Make certain parts like the jammer require no obstructions on N sides (like the wind turbine)

There are already little constriants like this in the game for vanilla structures.

[–] SkyezOpen@lemmy.world 2 points 3 hours ago

In avorion the physics simulation is pretty accurate, for example RCS thrusters placed farther away from the center of rotation are more efficient. However, still no air resistance in space so I just make bricks with struts coming off them.

[–] squaresinger@lemmy.world 5 points 6 hours ago

Haven't played the game, but maximizing surface area for cooling would work. IRL, cooling is a big issue for space craft that do more than just coasting with an occasional short course correction burn. Space might be cold but its near-vaccum is an incredibly good insulator.

So if heat management is a thing in a space game, this would encourage ships with more surface area (so non-boxy, non-circles). At the same time logistics within the ship would favour boxy/circle-shaped ships, so you'd have two contradictory design goals requireing you to find a good compromise between both. That should lead to some more interesting designs.

[–] CheeseNoodle@lemmy.world 5 points 8 hours ago

Mildly impossible, there are some limitations of geometry itself that make certain designs optimal no matter how railroady the game mechanics, and naturally players will optimize the fun out of anything.

[–] SkyeStarfall@lemmy.blahaj.zone 3 points 7 hours ago (2 children)

Unless you artificially constrain it, it mostly just makes sense to make rectangle shaped spaceships

If we could make spaceships in orbit, you'd bet they'd be quite rectangular too

[–] dream_weasel@sh.itjust.works 1 points 5 hours ago

Only if you didn't have to pressurize them. Corners are bad news.

[–] Simulation6@sopuli.xyz 2 points 6 hours ago

If they never have to enter an atmosphere, then you only have to consider stress due to acceleration and impacts from smallish matter.

[–] Lemminary@lemmy.world 36 points 15 hours ago (1 children)

Me playing Terraria about to build my third epic shoebox base to hoard all the items I'll never use.

[–] Cliff@lemmy.world 15 points 11 hours ago* (last edited 11 hours ago) (2 children)

But they force you to build several distributed shoebox housings for the NPCs now instead of one big for all of them.

[–] Nelots@lemmy.zip 1 points 3 minutes ago

I really dislike building pretty things, but I dislike ugly buildings even more. It's such a terrible combo to have.

It wasn't a big issue when I could build like 2 huge houses next to each other and shove every NPC in them back in 1.3, but now I'm "forced" to build like 8 unique sets of houses every play through and it's rough. I'd sit there building the best looking biome-specific houses I can while dreaming of doing literally anything else.

Nowadays I just refuse to build lol. I found out my standards aren't as high when it's not something I've built.

[–] msage@programming.dev 7 points 7 hours ago

I once watched a speedrunner build NPC houses and it's hard to resist building that every time...

[–] TachyonTele@piefed.social 58 points 17 hours ago (3 children)

I've never even seen a ship. I didn't even know there was a ship until a year or two after i started playing.

I've still never seen it.

[–] theunknownmuncher@lemmy.world 58 points 17 hours ago

It's a DLC that came out recently

[–] prole@lemmy.blahaj.zone 27 points 17 hours ago (1 children)

Odyssey DLC just dropped recently...

[–] Fifrok@discuss.tchncs.de 31 points 17 hours ago (2 children)

But there was still a ship, the one you build to end the game

[–] TachyonTele@piefed.social 6 points 12 hours ago

Yup! That's exactly what i referring to.

[–] chaogomu@lemmy.world 17 points 16 hours ago

Yes, but those ships look completely different. More like the skeleton of a ship.

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[–] bappity@lemmy.world 13 points 15 hours ago (1 children)

AZUL CRESCENT IN LEMMY??? YOOOOO

[–] WalrusDragonOnABike@reddthat.com 5 points 4 hours ago (1 children)

One thing I miss about reddit was seeing all the new Azul comics shortly after they are released. Now I see one of these every so many months and go check out their page to catch up.

[–] The_Decryptor@aussie.zone 3 points 3 hours ago

She's got a fedi account she posts her work to, https://tech.lgbt/@AzulCrescent

And at the very least RSS is an option.

[–] spiffpitt@lemmy.world 19 points 17 hours ago

factorio spaceage is very much like this

[–] Skalix@lemmy.world 27 points 18 hours ago (2 children)

Also applicable to Cosmoteer

I always wind up with ships that are much more phallic than boxy in Cosmoteer

[–] jrbaconcheese@yall.theatl.social 31 points 17 hours ago (4 children)
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