Multiple colonies, relay stations

Started by Cthonia, February 17, 2017, 05:13:26 AM

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Cthonia

Hello community!

I have some problems with the colony system right now, I play a massively modded game, so I don't establish mining outposts (instead using deep core drills, "workshops" that require a ruinous amount of power but have an unlimited material supply). But I set up relay stations for drop pod assaults (base fortified enough, started mounting raids against the baddies), with only a drop pod launcher (in a relatively safe place) nothing more. So the question is, is there a method to stop these stations simulation? I have only a moderately furnished rig so it would save me couples of fps. Since abandoning and reclaiming is not an option, any advice?

Cheers, Cthonia

Miridor

As far as I know, not currently. I've been looking for similar functionality myself. Current game for me is two large colonies (50+ pawns), of which one is largely agricultural (no mountains), half a drop-pod max range apart and one small strip-mining colony near one of them for extra materials.
I'd like to not truely abandon the tile I'm now strip-mining, 'cause it would make that tile completely inaccessible. I understand you don't want a tile 'just' to reset, because then you could mine a tile over and over. Not a good idea. But I'd like some sort of 'energy saving feature' for slightly abandoned tiles. Only when you look at it again from world view (and only then if you have an 'observing' colony or caravan close enough) or some of your colonists enter, it calculates decay on structures and materials you left behind, calculates chance an infestation or poison ship may have happened and maybe even a take over by a hostile faction. Then adjust the map with those things in mind (poison ship with large poison cloud, some mad animals maybe, big hive spawn or a simple faction settlement or a fully built siege raid). And then you may have to fight through the map to continue your caravan... or you flee and take a detour.