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xD
smithing station is for swords and stuff
im playing tribal with this might take a while so i cant really check, its probably 15 years until i get electricity so cant build machining table to check
but i think you need a minimum crafting skil to make assault rifles
not sure sorry
It should work as long as
- You have both resources in sufficient amounts sitting in a nearby stockpile zone
- You have a pawn with work crafting box checked (and other higher priority tasks unchecked so they're not off planting crops or persuading prisoners etc)
If it still doesn't work your pawns are genetically flawed and should be euthanised immediately or sent into fist fights against boomalopes.
As for tips...
- Specialise your colonists (when you have enough) and uncheck some of their other Work tasks, so that they are not trying to do everything. It's good to have a specialist doctor, constructionist, cook, artist, crafter who are focused only on those activities to increase their skill levels as soon as possible. I rename them to reflect their new professions.
- Ensure you have nearby stockpile zones so they don't waste time carrying resources across your base. Let lesser skilled pawns (or trained dogs) haul your resources about the map.
- Some seemingly useless pawns are great if only assigned to hauling or cleaning. Dirt/vomit/blood reduces beauty, which decreases mood. You also need to keep your kitchen and hospital areas clean to avoid sickness. Grow a cotton field then carpet your bedrooms for an easy beauty boost.
- Tame muffalos and the like. Grow fields of haygrass to feed them and they're low maintenance. Their wool is great to craft clothing from which protects strongly from both heat and cold.
- Build impale traps to maim raiders, because it's funny. Plasteel does the highest damage, but use whatever you have in abundance, like steel or wood. Even if it only mains them they'll move slower towards you, allowing your shooters to take them out (or run from). Plus, as I said, it's funny.
- Build non-flammable stone walls as soon as possible. Build double thickness to keep in heat/cold, as temperature management is a large part of the game.
- Create custom Areas for your colonists and animals. During raids or manhunter packs you can quickly assign your colonists or animals to retreat back to these areas so you don't lose stragglers.
- Stockpile longlife crops like corn or rice. You can always sell the excess to bulk good traders.
- Build a prison with a synthetic food machine jutting through the wall so non-injured prisoners can feed themselves. They're scum mostly fit for organ harvesting, and should be served pale green paste... at least until they see the light and join my blessed space colony.
isnt it?
my smiths always also have crafting set so i might be wrong again
Thank you very much for all of those useful tips! As for the machining table, I had all of the necessary skills and materials, so even if my colonists had other, higher priorities, that shouldn't have stoppd me from manually making them prioritise the task. I made sure the bill had no skill requirements other than the minimum for the craft, in thise case 0, (my crafter had 4) and it still wouldn't work. If I experience this problem again I'll be sure to take a screenshot. Thanks again!
Cave World Flora, Cave Biome, Cooks Can Refuel, Rimroof, Animal Hoods, Caravan Spot, Area Rugs v.1.04, Tale Log, Cocoa's Windows, Increased Forest Density Base Version
Previously:
HugsLib, Animated Background, Architectural Sense, Tale Log, Conduits, Stuffed Floors, Cooks Refuel, Rimroof, Animal Hoods, Caravan Spot, Area Rugs, Cocoa's Windows, D. Rimkits, Reasonable Lamps, FSF Improved Ship Reactors
For this game I haven't accessed the Cave Biome locations yet, but it is loaded. I used Cooks Can Refuel, Rimroof, Animal Hoods, Caravan Spot, Area Rugs v.1.04, and Cocoa's Windows in an established game with no obvious adverse actions.
Workshop has disappeared.
you might like this for some less micro needed
http://steamcommunity.com/sharedfiles/filedetails/?id=870089952