Sanitation System

Started by New_Roman, August 11, 2016, 02:22:46 AM

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JimmyAgnt007

Quote from: New_Roman on August 12, 2016, 11:39:58 AM
@JimmyAgnt007 Yeah I now realize it is a frequent suggestion. I am new to the game (~1 month), and I did not know that this was a frequent suggestion yet. I just thought it would be a good idea...my bad. :)

No worries, its a sticky everyone needs to read before they post.

Kagemusha12

Quote from: ToXeye on August 12, 2016, 10:57:46 AM
Prison architect solves the toilet going by making it less apparent to the player that the pawns do not actually mechanically use the toilets. They just assume to use them since the toilets are in place. I would guess that it would be possible to hide that the colonists go to the toilet, as long as there is a toilet somewhere. Hidden mechanics. That way, the colony needs to handle waste while the player doesn't need to watch the colonists go to the loo.

Hm, last time I played Prison Architect, my prisoners actually went to the toilet.
Of course you don't actually see them stripping naked thgeir pants and producing a pile of shit, but they go to the toilet and spend some time there.
(that said ... I never tested what happens if you don't provide even a single toilet within the prison area :D )

notfood

Plz not in vanilla.

This is for a mod to do. Tynan should only give us the tools to make it possible. And, from my experience, modding sanitation seem pretty possible right now. Copy the hunger bar, have "toilets" that start workgivers for pawns to do their thing when they are above certain number. Have the colonist enter panic mode above a threshold as a headdiff. "I soiled my pants" debuff...

Pax_Empyrean

Quote from: winddbourne on August 12, 2016, 11:47:51 AM
Quote from: Kagemusha12 on August 11, 2016, 11:07:01 AM
Local government sounds like a little bit much for a small colony of 10-20 people :D

But sanitation definitely sounds like a good idea  :)
You think colonies are going to get meaningfully larger than they are now. I think you're going to be disappointed.
Who said anything about a small colony of ten to twenty people? The lost tribe is looking to re-establish itself as a thriving settlement . . . the lone explorer is looking to conquer the planet.

This is billed as a colony simulation game. Since Tynan dropped it being just a crash landing simulator in alpha 15 we must expect numbers will eventually balloon. Ten or twenty people is perfect for trying to build a space ship and flee; But a successful colony isn't ten or twenty people . . . that's a large extended family, or a small residential city block.

We are in early access now. The support structures aren't in place yet to successfully manage a real colony. So when I say government, sewage, roads, etc . . . I mean that Tynan has a lot of work ahead of him putting structures into place for handling larger settlements. :)

Sola

I'd get behind this if it were in an "advanced" difficulty.  As it stands, this game has a distressingly steep learning curve.  I had to hit up youtube and the wiki and guides for even the most basic functions, like "how do I equip", "what are the criteria for a room?", "Okay, I killed an elephant, why aren't you cooking it?" and the like.  If people were droppin' deuces on the floor when I was trying to learn how stockpiles worked, I'd chalk this up to Tim&Eric humor.

That said, now that I know how to play, I'd totally pick the advanced difficulty.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0