Quote from: Xerberus86 on September 02, 2014, 08:31:58 AMQuote from: Shinzy on September 02, 2014, 08:08:54 AMQuote from: Xerberus86 on September 02, 2014, 07:18:29 AMi watched some LP's and i give them each a 2x3 room with a normal bed, colored floor, plant pot and a standing lamp, but in my last colony they complaint about "very cramped environment". the dining room was like 10x10 and the outside area decent (but not huge). what do they consider cramped and not cramped?
Ayoo! I'll let Minami answer to the rest of your questions but there's really good threads about happiness and so on around if you search around a bit
But Rahjital gave a really good rundown on one thread about the room sizes
To quote himQuote from: RahjitalHere's your science:
The pawn checks nearest 100 squares in a radial pattern. Each square inside the room that can be walked through counts as 1, each square than can be walked through but cannot be stood on (beds, tables, sandbags, rock debris, etc.) counts as 0.5; if the final count is less or equal to 6, you have a very cramped room; if it is less or equal to 15, you have a cramped room; and finally, if it is more than 26, you get a spacious room.
This is why a 4x4 room nets you 'cramped': It's 16 squares, but the bed reduces it by 2 * 0.5, meaning it counts as 15 squares - precisely the limit for cramped. Adding one square anywhere should get you rid of that thought, as long as you don't add any more furniture. 5x6 gives you 30 free squares, so even if you add a bed, a plant pot and a lamp, you'll still be at comfortable 28, one and half squares more than what's needed for 'spacious'.
(To be accurate, the game actually starts with 100 and subtracts 1 for every unwalkable square, but the result is the same)
And keep in mind you don't really need to keep lamps/flowerpots in the room, cause they don't really care about light levels/ surroundings while asleep, and they don't hang around in the rooms during the day. So you can keep the happiness up by keeping the common areas you see your colonists walk about all the time lit up and beautified with snazzy floors and some flower pots on the walkways
thanks a lot.
Edit: here two pictures showing that the campfire has resources but ain't burning. in my current (or rather last, it died) colony the colonist ignited the campfire only ONCE and then instantly put it out (might have to do with homezone + fire, but after removing the homezone area for the campfire center it didn't work either). no other attempt of igniting it was made. some playthroughs it works and they do work with it, sometimes they don't. in my current playthrough i activated the grills by enabling all resources for them (hope that wasn't the wrong decision). as it stands now my colonists do rather farm, chop wood, construct, haul and sleep rather than eating. they are complaining about hunger and bodies (raiders), yet they glitch out while trying to bury them (http://youtu.be/E6BPkiCBilE?t=5s).
-> regarding the grave:
in the TTM_Buildings_Misc.xml - file is the special filter "allowburied" missing, that is why your colonists always try to bring back the corpse
This is the missing part:
<specialFiltersToAllow>
<li>AllowBuried</li>
</specialFiltersToAllow>
You can enable it manually ingame by activating "allow buried" at the grave or you change this in the above mentioned file. Should look like this:
<ThingDef ParentName="BuildingBase">
<defName>Grave</defName>
<eType>BuildingInert</eType>
<label>Grave</label>
<thingClass>Building_Grave</thingClass>
<texturePath>Things/Building/GraveEmpty</texturePath>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<overdraw>true</overdraw>
<useStandardHealth>false</useStandardHealth>
<description>Place the dead in graves to give them a decent final resting place.</description>
<size>(1,2)</size>
<workToBuild>650</workToBuild>
<passability>Standable</passability>
<building>
<fixedStorageSettings>
<allowances>
<categories>
<li>Corpses</li>
</categories>
</allowances>
</fixedStorageSettings>
<defaultStorageSettings>
<priority>Important</priority>
<allowances>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToAllow>
<li>AllowBuried</li>
</specialFiltersToAllow>
</allowances>
</defaultStorageSettings>
</building>
<inspectorTabs>
<li>ITab_Storage</li>
</inspectorTabs>
<surfaceNeeded>Diggable</surfaceNeeded>
<designationCategory>Misc</designationCategory>
<constructionEffect>ConstructDig</constructionEffect>
<itemSurface>true</itemSurface>
</ThingDef>