Can anyone do better???

Started by devin25486, March 28, 2014, 11:58:40 PM

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devin25486

Well, I feel pretty proud of myself XD I just made it to day 223!!! ON RANDY RANDOM!!! I decided that I want to play w/ new mods and that I'm bored of this world, so I'm letting it slowly fall apart XDDD Here's so screen pics!!

I have my colony that I ran out of space for more things XD and I have my great confusion wall of Wego (AKA my colony) I never got to finish it because of it being so far away from my colony most my peps went insane XDDD ( I hope that they buffer the mental break meter next patch)

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Ender

something I have noticed all around the forum is, and you have done it here too, community bed room, personally, i NEVER employ that method, not once, bar the fact that you start with beds together. Every single one of my colonists get his own personal bedroom. sure its only a 3x3 but thats big enough for no de-buffs. so basically i was wondering why so many people do community bedrooms, you?
The voices in my head tell me to burn colonists....

devin25486

Quote from: Ender on March 29, 2014, 02:08:49 PM
something I have noticed all around the forum is, and you have done it here too, community bed room, personally, i NEVER employ that method, not once, bar the fact that you start with beds together. Every single one of my colonists get his own personal bedroom. sure its only a 3x3 but thats big enough for no de-buffs. so basically i was wondering why so many people do community bedrooms, you?
Well if you noticed I started out w/ building personal colonist homes but I ran out of room if you can tell XDDD

ShadowTani

#3
Actually, a 3x3 bedroom do give the cramped interior debuff, which is a -10 debuff that is persistent during sleep (unlike darkness and environment moodifiers - meaning lamps and plants are in theory wasted on a bedroom).

A community bedroom will on the other hand give a total penalty of -3 when the spacious interior buff and shared bedroom debuff is combined. However, the interior size moodifier will only last while you stay in the bedroom while the shared bedroom debuff will last throughout the work day which is more undesirable; this is because it's during labor the colonists are at an actual risk of having mental breaks as refilling their needs, such as hunger and sleep, also refills happiness and thus reduce, if not eliminate, any such risk.

So that people chose the community bedroom solution is not really ideal.. I'm guessing they don't have a throughout enough understanding of the moodifiers or believe it's a more efficient solution for having an oversized population - however, I would argue in the case of setting up bedrooms for a larger population it could actually be more beneficial and just as efficient to make 1x2 bedrooms for everyone rather than community bedrooms.

I admittedly haven't thoroughly tested the 1x2 bedroom solution myself yet though because I never go over 20 colonists anyway and thus haven't had a need to be greedy with the bedroom space - so take that as theoretical for now. I will try with that solution for my next colony. :3

PS: I do know how modifier is spelled, I'm just being puny with "mood modifier".

Architect

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devin25486

Quote from: ShadowTani on March 29, 2014, 04:00:05 PM
Actually, a 3x3 bedroom do give the cramped interior debuff, which is a -10 debuff that is persistent during sleep (unlike darkness and environment moodifiers - meaning lamps and plants are in theory wasted on a bedroom).

A community bedroom will on the other hand give a total penalty of -3 when the spacious interior buff and shared bedroom debuff is combined. However, the interior size moodifier will only last while you stay in the bedroom while the shared bedroom debuff will last throughout the work day which is more undesirable; this is because it's during labor the colonists are at an actual risk of having mental breaks as refilling their needs, such as hunger and sleep, also refills happiness and thus reduce, if not eliminate, any such risk.

So that people chose the community bedroom solution is not really ideal.. I'm guessing they don't have a throughout enough understanding of the moodifiers or believe it's a more efficient solution for having an oversized population - however, I would argue in the case of setting up bedrooms for a larger population it could actually be more beneficial and just as efficient to make 1x2 bedrooms for everyone rather than community bedrooms.

I admittedly haven't thoroughly tested the 1x2 bedroom solution myself yet though because I never go over 20 colonists anyway and thus haven't had a need to be greedy with the bedroom space - so take that as theoretical for now. I will try with that solution for my next colony. :3

PS: I do know how modifier is spelled, I'm just being puny with "mood modifier".
XD like I said... I had ran out of room and could not fit in anyone else XDDD

ShadowTani

Quote from: devin25486 on March 29, 2014, 04:46:00 PM
XD like I said... I had ran out of room and could not fit in anyone else XDDD

It was more of a reply to Ender tho. xD You posted while I was typing, and I where too lazy to add a quote. x3

a89a89


Timber

#8
Can't say this is so much better but I guess I'll just leave it here :)



I ask not for a lighter burden but for broader shoulders. -Atlas

Psycho0124

#9
I guess I'll defy my lurker nature and throw my hat in the ring.  :D

Vault 101:
This was my first map in alpha 2 and it sorta just got out of hand with all the people that joined (Randy Random ofc). There are a few large hydroponics and storage rooms to the north that wouldn't fit on the image. I also had a few bunker type buildings for geothermal outside the base.  It ended up with 87(?) rooms in all and a communal prisoner bunk. It was going really well but it all ended up too laggy to play so I created a new map with smaller plans.
http://oi62.tinypic.com/b9duza.jpg


Dystopia:
I ended up really hungry for metal on this one for some reason (hence the entire mountain being shot through with exploratory tunnels). Probably the turret explosive charge exploit and Randys constant 40+ man raids chewing through it all.. 72 bedrooms and 6 prisoner bunks in all when the lag started and I had to move on to another map. I tried to go smaller... Just couldn't bring myself to refuse all the potential colonists.  :P
http://oi60.tinypic.com/2eghde1.jpg


Necropolis:
This is the one I'm playing on now. I decided to avoid using the turret explosion exploit unless absolutely necessary, opting instead for a shooting gallery and very high shooting skills for my colonists. The metal saved allowed me to carpet most of the world so far; the free meat is great! I decided to focus on quality colonists rather than pure quantity as in previous play-throughs. The colony only has 42 bedrooms (with 10 prisoner cells) but ~95% of colonists have at least one flame of passion on Growing, Shooting, and Social skills (some are still missing a growing or social flame; they'll be 'upgraded' eventually). When a traveler/slave with really good flames appears, I'll imprison and execute a lesser colonist to make room for them. I grab all the inferior passers-by too and execute one every few days to eliminate mental breaks. All but maybe 2 or 3 of the newest colonists have shooting skills of ~15 and they're all equipped with pistols for maximum firing rate. I opted to try pistols to solve the problem of all colonists firing at the same target and over-killing it to the neglect of all the other enemies. With the pistols faster reload time, the colonists can overkill as usual but still work through the enemies more quickly. The shooting gallery is also carefully sized so that some enemies will be out of range of some colonists, forcing them to distribute their fire a bit. I really like the pistols now that I've tried them; they seem to out-perform all other weapons if used en-masse and at proper ranges! The darkness over the firing positions and the lit courtyard are also really helpful. Necropolis is on day 1034 so far (scroll right in the image to see it)
http://oi60.tinypic.com/2agp93k.jpg


I'd be happy to post the save games if anybody is interested. You'll need a pretty beefy CPU to run them though.

Ender

holy wow, i have got one like similar, but i called it Hotel 21 from a book i read (day by day Armageddon) and it is more like a social experiment with colonists since they now haven't seen the light of day for probably almost 100 days, as they are walled in behind a layer of stone in a mountain and eating potatoes from nutrient paste dispensers since cooking meals is still such a pain.
The voices in my head tell me to burn colonists....

Yonben

Cooking meals a pain? Nah I have an attributed cook and he does his job well :p Btw Ender, if you're on a lockdown (ow I love this expression :p ) how do you deal with raiders?

dd0029

Raiders just give up after a while. I tried the "door defense" once. Just make a 1x1 tunnel with about 20 doors in a line. The raiders can only get through 3-4 before they get tired and leave. If the last door is powered, they all get powered so your colonists can get through really quick. Note, you need to turn off repair when raiders show up. Otherwise your peoples rush up to repair the doors and die to the mass of raiders.

Sion

Quote from: dd0029 on March 31, 2014, 11:35:22 AM
...Note, you need to turn off repair when raiders show up. Otherwise your peoples rush up to repair the doors and die to the mass of raiders.
You can use one colonist to repair the door from the inside, to hold off the raiders a bit longer, but make sure the colonist don't repair the door to 100% because the stupid colonist might want to open the door and know who's knocking!
So many ideas... so little time.
Silence is the worst answer.

dd0029

For added lulz, leave a 1x1 gap before the first door so they can stack up and hope one of those guys in the stack has a grenade. They will occasionally grow so frustrated that they will lob a grenade at the door. The resulting stack of dead bodies is more than mildly entertaining. You will occasionally need to rebuild your entry hall.