[Tutorial] Example colony for beginners (warning, text and pic heavy)

Started by Stormfox, February 17, 2017, 07:16:10 PM

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Stormfox

Quote from: Limdood on February 20, 2017, 09:22:10 AM
You argue that your mods "don't really change much" but how the hell is a new player who NEEDS the tutorial supposed to know that?

Because I told and explained in the preface and all relevant sections.

Besides, there is a difference between pointing out "hey, you might want to change that with the priorities up there because it might confuse newbies" and trashing my work and all people that use mods because you are holier than I and use no mods, ever - just the exploits the current game state gives you ;-)

But maybe the two of you are right - nitpicking other peoples plays is more important than giving generally useful advice to new players in a readable form with a few example pictures. Reading these forums and the reddit for many months, it sure seems that way.

jpinard

Fox - I'm curious why your freezer is on the opposite side of where your crops are.  Is that simply because of the shape and size fits the floorplan better so the extra walk distance is worth it?

Stormfox

Quote from: jpinard on February 20, 2017, 05:41:03 PM
Fox - I'm curious why your freezer is on the opposite side of where your crops are.  Is that simply because of the shape and size fits the floorplan better so the extra walk distance is worth it?

Yeah, its not perfect, but actually the walkway is about as short as can be - they carry the south in through the common room from the east, then kitchen, then freezer. I could have made a door connecting the kitchen to the outside, but that would have lessened its status as a kind of airlock and climate control.

Also, this is just my temp base. Next step would be building a new, bigger, stone main building next to it. That will have double walls around the freezer for extra insulation (besides the spaces where the coolers go, obviously) and perhaps force me to move my growing zones around after the old building is scrapped. Have not yet planned it out.

jpinard

OK cool.  I love that girls pigtails.  Is that vanilla or hair mod?  I've yet to have anyone with that style hair.

Also - does stuff break down faster if it is in an un-walled - yet roofed area vs. a fully enclosed and temperature controlled room?  ie. weapons and attire sitting around?  I know stuff breaks down much faster when there is no roof over top.

Stormfox

Quote from: jpinard on February 20, 2017, 06:27:57 PM
OK cool.  I love that girls pigtails.  Is that vanilla or hair mod?  I've yet to have anyone with that style hair.

Also - does stuff break down faster if it is in an un-walled - yet roofed area vs. a fully enclosed and temperature controlled room?  ie. weapons and attire sitting around?  I know stuff breaks down much faster when there is no roof over top.

The hairdo might be from spoons hair mod. I do not remember which ones are the default types and which are not.

About breaking down? I guess you mean degrading? If it is roofed and in some kind of stockpile, it stays as it is forever. If not, it degrades in a speed depending on the item type. So yes, outdoor "shelves" are 100% safe from that point of view, you could for example make a 1-space overhang roof around all your buildings, zone a stockpile for raw ressources there, and have them stack their wood and ore next to the walls. Not perfectly practical and theoretically vulnerable to enemies, but fluffy.

jpinard

I wasn't concerned with wood, ore, or even bulk textiles.  It's just for clothing or armor items.  They still appear to degrade over time even when covered.  Just at a much slower rate.  Or maybe I'm reading stuff wrong.  ie. I made 5 dusters a year ago and had them under a roof.  They started at ~70% and now they're at 55%.  Very rough estimate on %'s but I see them decreasing vs. when they were first manufactured... I think?

Stormfox

Quote from: jpinard on February 20, 2017, 08:53:02 PM
I wasn't concerned with wood, ore, or even bulk textiles.  It's just for clothing or armor items.  They still appear to degrade over time even when covered.  Just at a much slower rate.  Or maybe I'm reading stuff wrong.  ie. I made 5 dusters a year ago and had them under a roof.  They started at ~70% and now they're at 55%.  Very rough estimate on %'s but I see them decreasing vs. when they were first manufactured... I think?

That should not be happening. Are you sure your people are not just swapping clothes all the time, so the quality of whatever is currently in stockpile drops lower and lower?

AsterFenix

Hi, I'm new to the game. Just started a week ago and absolutely love it. Can't imagine it has been out for two years.

I have a few newbie questions I want to ask though:
1) I read somewhere human leather armchair is the best for money. I made a few of them from butchering raiders, but I can't seems to sell for any trader, orbital or caravan ones. Who are going to buy the furniture or I'm better of just make human leather dusters for profit?
2) What is the best money making methods now? I'm crafting a bunch of smokeleaf but they seems to be not make that much money compares to flake. Should I keep growing smokeleaf or just completely change to flake production for the sweet silver?
3) I heard about forming caravans to trade with other base. How do I do that? Should I just wait till I can make transport pods to form trade caravans? Will the pods take me there and back or it's just one time launch.

jpinard

Quote from: AsterFenix on February 21, 2017, 02:01:14 PM
Hi, I'm new to the game. Just started a week ago and absolutely love it. Can't imagine it has been out for two years.

I have a few newbie questions I want to ask though:
1) I read somewhere human leather armchair is the best for money. I made a few of them from butchering raiders, but I can't seems to sell for any trader, orbital or caravan ones. Who are going to buy the furniture or I'm better of just make human leather dusters for profit?
2) What is the best money making methods now? I'm crafting a bunch of smokeleaf but they seems to be not make that much money compares to flake. Should I keep growing smokeleaf or just completely change to flake production for the sweet silver?
3) I heard about forming caravans to trade with other base. How do I do that? Should I just wait till I can make transport pods to form trade caravans? Will the pods take me there and back or it's just one time launch.

1.  You need a special kind of caravan to be able to trade something like that ie. slave trader or pirate types.  Once you've built the orbital trade comms you can get a better idea of who does what and request trade caravans come to you (if you're not at bitter war with them).  Honestly, to make money more regularly you are wayyy better off selling drugs and chemfuel.

3.  Pods will only take you there, you still need to hike back.  That being said I love making trade caravans and sending them out.  You never know if you'll come across another caravan selling stuff you'd never normally see or get attacked by something odd.  Just remember there are only two pack animals that can haul stuff when you go.  Muffalos and Camels.  I made the mistake of thinking Huskies and bears could haul caravan goods but they can't.  But they can help defend you if you get attacked.