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When raiders and other nasties come, restrict your colonists to the safe zone while the baddies run through your killbox.
Done and done... unless something changed in A14 that I don't know about.
Pretty much if there's something in the game that you don't like, the modding community is the goto. Chances are, if you don't like something, several other people probably don't like it, so one of them has programmed a fix for that something.
EDIT: and BTW, you already had a post about this, there was no reason whatsoever to make another one.
http://steamcommunity.com/app/294100/discussions/0/359543951703193966/
This is perfectly logical behavior. You are allowing them to be in building X, Y, and Z, and so they must travel between them.
The way you are using zones makes no sense...
As Grimm said, build a wall around your base, and zone the inside to be the "Safe Zone".
If you want people to say in one specific building, make a single zone for that building. Make a separate zone for each building, and your colonists will not stray.
I have found zones to be extremely useful in my 300+ hours of playtime (pre-steam) -- they are great for creating Safe zones, animal grazing areas, directed construction areas, trapping Thrumbos, assigning colonists to specific workstations, etc.
They don't "fixing"... however, you may need to learn better how to use them :-)
Okay, I get it now. If that's the way you want to build your colony, then you'll need a mod to remove the cap.
Personally, I wall off my colony. I've never been able to get far with a colony where baddies could just wander into it.
You guys are using workarounds to navigate around broken design. Just because you can work around it doesn't mean it isn't broken.
That one started on the wrong foot because I didn't quite understand WTF was going on exactly. Now I know the exact mechanics and I have presented them in the opening message. But it looks like even now plenty of people are more interested in insulting me and telling me I don't know how to play the game.
The system IS logical, and DOES work.
YOU need to learn how to use it.
Continuing to expound on your own ignorance is not going to help you learn how to play the game better. Listen to veterans' advice.
When you limit job areas, you don't want to restrict pathing. You just want your guys to take the shortest possible paths while doing their jobs and staying inside the zone isn't important.
When you do a lockdown, you want pathing to remain inside the area and you don't really care about job filtering as long as people don't move outside the area. The job filtering happens as an implicit side effect.
Both of these restrictions are useful, but curiously they are two completely different things. It never makes sense to have both of these behaviors apply to the same area at the same time.
Lockdown doesn't keep colonists inside because the feature tries to satisfy logic that's useful only for job filtering, and job filtering becomes inefficient because the feature tries to satisfy the lockdown pathing restrictions... Thus, the design of area restriction feature doesn't succesfully accomplish either of the two goals it tries to deal with, it only provides half-assed approach to both of them with massive caveats that cause newbies to lose their colonies.
The two features should be split and the restrict areas should only do one thing at a time, either filter jobs or restrict movement.
Incorrect, that's not how it works. Proof:
1. Start a new game and find a wall.
2. Set your home zone on one side of the wall and wait for everyone to go there.
3. Expand the home zone so the zone reaches the other side of the wall, but does not go around the wall. Make sure there's no path inside the zone that colonists can use to walk to the other side
4. Order colonists to cut grass on the other side, in the unreachable area.
You will see your colonists leaving the restricted zone. They WILL go outside the zone to reach the other side.
Thus, using zones for lockdowns DOES NOT WORK and the behavior is unexpected.
edit: i have over 1000h. into this game, NEVER had problems as stupid are you are describing them. NEVER lost a colony or even a single colonist due pathing and zoning problems... not with toxic fallout, not ever.