Post a cool tip you know about!

Started by Limdood, February 09, 2017, 11:55:07 PM

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AngleWyrm

Quote from: GiantSpaceHamster on March 20, 2017, 04:56:14 PM
Quote from: AngleWyrm on March 20, 2017, 04:43:36 PM
Fun with Colony Manager
  • Set up a deforestation zone in front of your main fortifications to remove enemy cover
  • Create a manager bill for forestry that uses that zone
  • Create a second forestry bill for the whole map and place it lower on the chores list
End result? They prioritize clearing out the area in front of your turret installation, and then go on to harvest the rest where available.

You risk having colonists unnecessarily chopping down trees instead of doing other tasks. Why would you need to chop the whole map?

Colony Manager's bills can specify how much you want in stock, as well as doing a job forever, or a single shot order for a specific amount. The purpose in assigning the whole map for the second bill is to address the times when stock falls below the desired set point and all the trees have been cleared from the area denial zone.

A bill can also specify whether or not to chop down young trees, or even clear out all vegetation.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

PetWolverine

Just posted about this in a different thread, but realized it's a small but worthwhile tip.

You know how when you butcher a thrumbo, you can get like 1100 meat out of it? And the pawn can carry all that meat at once to a stockpile, but then they have to drop it off 75 at a time, running from one end of your gigantic cavernous freezer to the other several times.

Or you can wait until they're in the middle of the freezer and draft them, and the meat just sprays everywhere.

Greep

While tribals are pretty annoying in the early game, if you want a continuous stream of colonists and social training, tribals are fantastic enemies.  You can regularly get 4+ prisoners per raid even at high populations.  So it actually makes sense to piss off as many tribal factions as you can.  Even if tribals are tough, the occasional killed colonist is made up for with more recruits.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

b0rsuk

Tribals also make good recruits if you can combat the low recruitment chance. Their backgrounds disable few things so they're like worker ants.

AngleWyrm


work areas
Create zones for specific jobs. They can be a permanent assignment or temporary depending on need.

For permanent assignments the zone should include only what's necessary for the health and well-being of the worker, which may include social and joy activities if they are human-like or several hundred watts of electricity if they are robotic.

This picture is of two zones, one for a robot working a core drill and the other for an emergency room robot.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

NiftyAxolotl

Put a few pieces of cover in your kill-zone for raiders to use.


Each with an IED, of course.

XeoNovaDan

#156
Quote from: NiftyAxolotl on March 25, 2017, 01:00:17 AM
Put a few pieces of cover in your kill-zone for raiders to use.

Plant pots will work the best as they're the least effective thing for cover, with an effectiveness of 15%. Probably do them like this... (X = pot, # = empty space)

###
XXX
###
XXX

That way, they're all bunched up so you could probably just spray them with a minigun or two by aiming for the mid-rear one

GiantSpaceHamster

When a prisoner goes berzerk, if you can build a wall in front of the door before they break through they will stop trying to break out. Just remove the wall when their mental break is over.

[attachment deleted by admin due to age]

b0rsuk

You can make your entire colony (or humans at least) leave the planet early and for cheap!

1. Research Microelectronic Basics
2. Build Comms Console
3. Wait for a Pirate ship
4. Sell all your humans into slavery. For optimal results, smuggle some weapons onboard.

No matter how you slice it, you leave the planet!

Another idea: how to make your colonists survive forever on Cassandra Extreme

1. Build Cryosleep Caskets outdoors, but close to indoor tunnels with overhead mountain
2. Wait for an infestation.
3. Order all people into the caskets.

Insectoids will multiply forever, nothing will overcome them, they won't attack your caskets. They will guard them.

Shurp

Lol, I love these!

But wouldn't it be safer to build a room around the caskets?  For protection against forest fires or pirates with incendiary launchers who are mixing it up with the insects.
[edit] it just occurred to me that replacing the floor with stone would provide a fire break.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

b0rsuk

Floor, yes, room, no. You don't want collapsing roof, do you ?

RazorHed

If you use a mod where you will have better access to bionics , when you get a prisoner you want to recruit ,install a peg leg then remove it, then when they are recruited replace the leg with the best artificial one you have . If a man can't stand , he can't fight. So he won't go berserk or break out of prison.  This could be ok as well if you don't have bionics if the pawn will be doing something where he doesn't have to move a lot. Research , weapon smithing etc.

GiantSpaceHamster

Quote from: RazorHed on March 29, 2017, 03:11:14 PM
If you use a mod where you will have better access to bionics , when you get a prisoner you want to recruit ,install a peg leg then remove it, then when they are recruited replace the leg with the best artificial one you have . If a man can't stand , he can't fight. So he won't go berserk or break out of prison.  This could be ok as well if you don't have bionics if the pawn will be doing something where he doesn't have to move a lot. Research , weapon smithing etc.

A good suggestion, just a couple notes.

1) You don't need a mod to de-leg a prisoner by installing and then removing a peg leg. The vanilla game also has bionic legs, you just can't craft them yourself so you have to find them from traders.

2) If you are going to use a mod to incapacitate prisoners, I recommend the Cult of Cthulhu mod "Straitjackets" (steam link). These prevent the wearing pawn from doing any harm if they enter a mental break and don't require surgery that could kill them in the process. They work just as well for colonists as prisoners too. For prisoners I make a stockpile for straitjackets only in the prison and strip every incoming prisoner that i am not going to recruit. Once you remove the stripped clothes they will automatically put on a straitjacket since they prefer any clothing to nudity. There's also a command to have another pawn force someone to wear one in case you need it.

Albion

Have 1-3 designated suicide animals assigned to a handler for release on pirate raids with doomsday or triple rocketlaunchers. Release shortly before the pawn acquires a target.
Bonuspoints: If the animals are fast enough and reach the ranks of the pirates by the time the rockets are launched, the rockets will tear apart some of the raiders.

Snipers work well enough too, if you want to take the launcher as loot but the suicide squad is a good backup. Don't use bonded animals though.

Another tip:
Don't allow your animals to drink your beers. Remove the animal area over the beer stockpile. Otherwise you will have a lot of drunk dogs, chickens and muffalos. On the other hand... I kind of had to laugh everytime the message 'Muffalo 3 can now walk again' popped up.

Greep

"Alpaca X is overdosing!" is pretty funny too.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0