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Messages - SilentP

#46
General Discussion / Best Medical Mod?
December 09, 2016, 04:22:14 PM
Anyone have a preference on which medical mod to use?

I'm looking for something that allows me to craft prosthetic limbs and replacement organs.  I have a lot of shot-up colonists.
#47
General Discussion / Re: Post your Alpha 15 Tips
December 08, 2016, 06:27:20 PM
Make two banks of batteries on opposite ends of your base.  Put a switch between the batteries and your power lines.  Charge up all the batteries then turn off one bank.

When the power explodes, you can switch on your other batteries and not risk losing food.
#48
General Discussion / Re: Post your Alpha 15 Tips
December 08, 2016, 06:26:09 PM
Put lights in every room to keep bugs away.
#49
General Discussion / Re: Tree Farm
December 07, 2016, 07:18:47 PM
According to the Wiki, the Cactus (2 wood / day) is the best followed by polar (1.99 wood / day) and then the rest ( 1.4-1.5 wood / day)

How sure are we that information is correct?
#50
General Discussion / Tree Farm
December 07, 2016, 06:01:43 PM
What is the best tree to farm?  I've been playing on Phoebe to experiment with base designs and I have created a large room with heaters and sunlamps to grow food.  This has worked out well and I planted a bunch of oak trees.

Man those suckers take awhile to grow.

Also, is there a "perfect" temperature for plants to grow?  Can you accelerate their growth by turning up the heat?
#51
Are you running any mods with your game?

I have found that if you set firefighting, patient, bed rest and doctor to 1 and everything else to 2 or less things run well.

Typically if my doctor isn't healing it's because he's crafting.  Try setting small batches on crafting to make him "re prioritize" more often.  I found that making medicine in batches of 50 works well.  Try setting it at "do until you have X" instead of "do forever".
#52
General Discussion / Tribal Tundra Survival
November 09, 2016, 08:32:54 PM
Trying to grow food in the cold and not having much luck.

I boxed in (full roof too) around a geothermal vent and planted some rice.  I'm getting a growth rate of roughly 20%.  I have 6 torches in the room with the plants.

What am I missing?  (Besides sunlight)
#53
General Discussion / Pet Names
November 08, 2016, 02:26:39 PM
I think I'm blind and can't find the button...

How do you change the name of a pet / domesticated animal?
#54
General Discussion / Cave in?
September 17, 2016, 03:29:25 PM
How big can you dig a cave before it collapses?
#55
General Discussion / Efficient Base Layout
September 17, 2016, 01:45:45 PM
How do you guys like to lay out your bases?  I'm still very new to the game, but I've managed to keep a colony alive for 5 years (Phoebe, Rough).  Currently I have 100 hours in the game.

So I've been watching my pawns meander around my bases and it has occurred to me that they are very inefficient with their movements.  Sometimes a pawn will trek across the map to mine, only to hit a block twice and then walk all the way back home to have a meal, then walk all the way back to the mine.

I've also noticed, due to poor stockpile placement, my pawns will meander all over the base gathering this and that to do crafting.

How do you lay out your bases?

Do you separate resources by type?

Is a central freezer and dining room a good way to reduce lost time with eating / relaxing?
#56
General Discussion / Re: Collaboration with Insectoids
September 17, 2016, 01:24:35 PM
+1 internets for you sir.  I doff my cap to you.
#57
General Discussion / Storage Area Priority
September 14, 2016, 09:05:05 PM
So I discovered the storage area priority menu.  I used it to set up a stash of raw materials for making medicine.  However, I still have the problem of my crafting pawn running across the base with the completed medicine to drop it off in my infirmary.

Is there a way to set up storage areas where the crafting pawn will dump the completed item next to the bench and then a second pawn will come by and deliver it to a second storage area?
#58
General Discussion / Re: Tattered Apparel
September 14, 2016, 09:01:37 PM
Thanks for the prompt response guys! 

Yes, I'm running the "mending" mod which is EXTREMELY helpful.  It allows you to fix clothes, armor and weapons.
#59
General Discussion / Multiple Researchers
September 13, 2016, 11:08:37 PM
Is it advantageous to have more than one person researching?  I was thinking about building a room full of research stations to progress through the tech tree more rapidly.  Is this a good idea?
#60
General Discussion / Tattered Apparel
September 13, 2016, 10:11:47 PM
Is there any way to make your pawns swap clothes when the stuff they're wearing starts degrading?  It seems a bit of a pain to sit there and have each pawn drop what they're wearing, mend it, and then pick it back up.