I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators? I don't want to waste a lot of material putting a floor outside. But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...
If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)
Wooden floors. It's pretty cheap, man.
Quote from: Shurp on January 22, 2016, 07:35:50 AM
I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators? I don't want to waste a lot of material putting a floor outside. But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...
If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)
I would just put some concrete floor around my windmills in this case (because wooden floor are unrealistic IMO). This is not such big metal price increase per windmill to be unbearable. You can also overlap their "wind flow" areas to save some metal.
Also you think that you have problem with growing trees? Try to play on jungle biome and you will see, that you have no problem at all. ;D
Quote from: Mihsan on January 22, 2016, 08:35:53 AM
Quote from: Shurp on January 22, 2016, 07:35:50 AM
I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators? I don't want to waste a lot of material putting a floor outside. But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...
If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)
I would just put some concrete floor around my windmills in this case (because wooden floor are unrealistic IMO). This is not such big metal price increase per windmill to be unbearable. You can also overlap their "wind flow" areas to save some metal.
Also you think that you have problem with growing trees? Try to play on jungle biome and you will see, that you have no problem at all. ;D
why are wooden floors unrealistic?
Solar panels work great as well.
place a growing field with some flowers. they're pretty and non-harvestable.
or build solar panels there, for even more powah.
Solar Panels.
Just use concrete floors. A lot of people use wood, but each panel needs 4x wood, whereas concrete only takes 1x steel. It's not like the colonists are gonna care what floor goes under the turbines, is it?
Growing dandelions seems to do the trick. Sorry, I'm not going to waste resources on burying trees in my first year when I need every brick for walls.
well solar panels don't block windmills...sooo...there ya go, just put solar panels to save space and be more efficient
Quote from: Shurp on January 22, 2016, 07:35:50 AM
I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators? I don't want to waste a lot of material putting a floor outside. But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...
If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)
I'll go with something nobody mentioned yet:
Colony Manager
https://ludeon.com/forums/index.php?topic=16888.0
A mod that helps managing your colony.
It has a very simple option called "clear wind turbine cells" you can enable.
It's not going to magically remove obstacles or prevent them from popping up, it merely order your pawns to chop down trees in the way.
It'll take some of the time of your colonist(s), but it'll be much less than growing something else there.
Quote from: jzero on January 24, 2016, 09:46:01 PM
well solar panels don't block windmills...sooo...there ya go, just put solar panels to save space and be more efficient
Ohh, I'm going to have to try that :O
And as the other's say, I usually just plant flowers.
And the Colony Manager is worth it's weight in gold, if you haven't already tried it ;)
"Colony manager" and the like is why I don't play Dwarf Fortress. If you need to improve the user interface it means the programmer isn't doing his job.
I did find out that dandelions all die about 20 days after planting. I'm going to try roses instead.
Quote from: Shurp on January 27, 2016, 07:23:12 AM
"Colony manager" and the like is why I don't play Dwarf Fortress. If you need to improve the user interface it means the programmer isn't doing his job.
Sorry, but that was one hell of an ignorant comment, for a multitude of reasons.
Quote from: Shurp on January 22, 2016, 07:35:50 AM
I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators? I don't want to waste a lot of material putting a floor outside. But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...
If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)
Crops need to be manually planted, they won't grow on their own. Your only options are to pave over it, manually and repeatedly plant crops over them, build solar panels, or repeatedly devote colonist time to cutting the plants. Also Colony Manager isn't a crutch for bad programming, it's a mod that (optionally) automates many processes such as hunting or plant cutting and all that. Saying that it means the programmer isn't doing his job shows your ignorance. It isn't the programmers job to play the game for you, Colony Manager enables you to "skip" some of the more tedious parts that are part and parcel of any game like this.
The point I'm trying to make (perhaps badly) is that the reason I'm playing Rimworld and not Dwarf Fortress is because the Rimworld UI already *does* work. I go to the "Work" tab, I set the "Grow" priority of my colonists to 1, and they happily run over to my fields and start planting flowers. I don't need the Colony Manager to do it for me because the Rimworld author *did* do his job.
The criticism of "not doing his job" was aimed at the writer of Dwarf Fortress.
And yes, now that I'm in my 2nd year and my colonists are no longer freezing in the cold outside I probably should pave over the dandelions :)
The problem with Dwarf Fortress having such a bad UI is a result of it being made by a Mathematician rather than a professional game developer like Tynan. That and the fact he's trying to build a virtual world generator rather than a comparatively small in scope game like Rimworld and is doing so using antiquated methods. He's doing his job, his job just isn't the same as Tynan's is.
Ahhh, that explains my confusion. I thought he was trying to develop a computer game, not a global environment simulator.
It does make me wonder what those dwarves and goblins are doing there...
I didn't say it wasn't a game, simply that it's very different in scope to Rimworld. Plus the fact he isn't a professional game developer combined with the scope of the game he's making means to create a comprehensive UI like Rimworld for all of the millions of options would take more development time than it's worth.