Second Home Area

Started by tonakis2108, June 09, 2017, 01:12:46 PM

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tonakis2108

Hello community, I have a question I've been searching the web but came up with nothing. How can I create a second home area? I've created 2 bases within the same map and I want a specific group of people to be able to live in the second base and make all of their jobs available because cleaning doesn't work neither does repair.


tonakis2108

Thanks for the reply, what I mean is create another area, seperated from the Home area. Like I said in my first post I want a second home area in the same map.

carbon

Well you can create additional home areas via: Architect -> Zone/Area -> Expand Home Area.

If you want the two areas to not constantly interact with each other, you'll likely have to used Allowed Zones as well to keep base #1 pawns in base #1 and base #2 pawns in base #2.

Keep in mind, the game wasn't really designed with this is mind, so it may not be an elegant solution.

tonakis2108

The thing is that having 2 areas seperated does not make them work as "Home" and so it gives me a messege on right click that the pawn is not at home thus makeing repair or other jobs unavailable. :( So I take it that I cannot create 2 different home areas. :(

hoffmale

1. Include both bases in your home area
2. Create individual areas for each base (so base 1 is in area 1 and home area, base 2 is in area 2 and home area)
3. Assign colonist to the area corresponding to their base

Without 1., cleaning etc. won't work. Without 2. and 3., colonists won't keep to their base.

DariusWolfe

Yes, but with 2 and 3, the colonists won't leave their base to do things, like hunt etc.

So, no; There's really no way to have separate home areas. The closest you could do is have a home area over each, and assign beds to the pawns in each location; In theory, they'd be likely to work in-and-around the home area that includes their beds; But if they go mine some steel closer to the other home area, they'll haul it to the nearest stockpile, and may end up doing work at the other location if it needs to be done.

tonakis2108

I could include farm area within the second base "Home" and when there's a raid or hunt mode I'll just switch between Unrestricted Area and Home. However since I use power cables quite often it's also labeled as Home area and they "travel" through that zone and the pawns switch between bases. :(
Maybe this could be a suggestion for the next patch or a mod?

DariusWolfe

There have been at least a few 'bug' reports about areas and pathing through/between them, but I believe the consensus is that the way they work is best for now.

If you're looking to have the ability to restrict pawns to their home bases for raids, manhunter packs, toxic fallout, etc. then having a separate "Indoors" area defined for each is probably your best bet; So long as the area is completely contiguous, they will have no ability or reason to leave, and you can assign each group of colonists to whichever is appropriate whenever you need to. It's a smidge clunky, but it should do what you need it to, with a little micromanagement.

Bozobub

Remember, you can edit the "Home" area directly, as well as turn off its auto-expansion.
Thanks, belgord!

Shurp

Send some colonists to the tile next door, and set up a home area there.  No, what you want to do can't be done in a single tile-map.  But it can be done on two separate ones.
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.

DariusWolfe

Quote from: Shurp on June 09, 2017, 05:14:18 PM
Send some colonists to the tile next door, and set up a home area there.  No, what you want to do can't be done in a single tile-map.  But it can be done on two separate ones.

This is a thing you cannot do. A colony cannot be directly adjacent to any other settlement. 2-tiles away is doable, but not next door.

Shurp

Oh, didn't know that.  OK, two tiles then :)
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.

tonakis2108

I hope you can view the screenshot, I need these 2 to be on seperate home areas and not be able to interact with each other. However the custom home area doesn't work as a Home so some jobs are unavailable. :(

Canute

Sorry for the 1. post, i missunderstood it.

Just cleaning and firefight  is based on the home area. All other jobs could be done at any other zones too.
I suggest to mark both area's as home area, so they get cleaned both.
Then assign custom area's for each of these "home" area's and assign the people to them.
You shouldn't assign all people, you should leave the hauler unrestricted.

But overall the whole thing maybe cause more problems than it is worth it. The hauler are independent and just haul to the nearest highest priority stockpile, which can be either at area 1 or 2.

Maybe you should take a look at Setup camp mod
https://ludeon.com/forums/index.php?topic=29054.0
Just create a temp. camp just at the next tile to your map. You can configurate how big the map are. And it basicly works like an independend colony, just without events. Perfect place for growing stuff or mining.
And since it is on a different map it don't interfere with your main colony. But don't move all pawn's out of the camp area or the map/colony get destroyed.