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Agreed this would make cabins compleatly pointless, Beds for spacific roles would solve any issues with cabins very nicely. (not like it would take a huge amount of memory lol)
I would rather be able to assign a class to a cabin than the moral boost. Would also be nice to assign a storage dome to a type of material (Ore/metal or Starch/plastic or electrical/spares)
i have a storage on the right with my robotics, factory, processing, dorm and mine conected to it.
on the left i have storage with my bio-dome(starch), dorm and processing.
near the entrance i have 2 med bays, storage and a small bio-dome(medicinal plants) and a dorm.
it all works remarkably well.
Yes but sometimes it asigns the wrong people :P
Having less bars and multidomes thanks to having cabins is what I call space efficiency. So it's not proven that cabins would be less efficient. Consider aswell the fact that because people spend less time sleeping in cabins, the turn over in the cabin is much higher than in a dorm, thus it should balance out its smaller capacity.
Your vision of "efficiency" is very, very narrow.
I bet that with such a change we wouldn't need any more cabins than we need dorms right now. And that would be great IMHO.
However, being able to assign beds to a colonist that we chose manually would be great, if we could ALSO assign a work place to the same guy. That would have much more sense and greatly help at having a base that is much more organized.
So having some menu to take care of the whole bed+workstation setup would be the right thing to do, instead of deleting owned beds.
you want to see my base sometime? i can broadcast and show it to you and then you can apologize for critiquing my "efficiency". :P
601colonists, 1000prestige, 100% laser/radio coverage, excellent(mostly)welfare.
you want to see my base sometime? i can broadcast and show it to you and then you can apologize for critiquing my "efficiency"
601colonists, 1000prestige, 100% laser/radio coverage, excellent(mostly)welfare. [/quote]
The Bot's have been complaining about there rights, they get no recreational time, Oil changes are few and far between and there work list is longer than Santa's wish list on a leap year
but I keep finding a lot of ore being transported all the way to the other end of the base, through another airlock, to another large storage over there... which then has to be moved all the way through my base, to get to the processing area... which is directly connected to the storage unit closest to the mines...
very frustrating...
I too would like to designate which storage areas should be getting what kinds of resources...
designate one for raw materials (ore, mainly), foodstuffs (veggies, meat, prepared meals, booze), finished materials (metal, bioplastics, chips), medical (medical plants, first aid), etc etc...
even better, I would like to just get a list of all the resources, and check off the ones I want kept in that unit...
I would still allow other types in that storage area, for overflow purposes (such as, when a ship drops off resources, the priority should be to just get everything off of the pad and inside, sort later), or food produced in a lab or greenhouse, will get moved to the nearest storage by the workers there...
then, whenever a worker or transport robot is idle, it will go to a storage area, and start moving resources to wherever they should be... so if the bot/worker is closest to storage A, and A has some starch in it from the greenhouse connected to it, and A is not tagged for starch storage, then the bot/worker will move that unit of starch to whichever storage unit that is tagged for starch, that has the most % capacity available...
once it gets there dropping off the starch, the cycle would go again... no other jobs where the bot/worker is needed? Ok, idle work... I'm still at storage C where I just dropped the starch off... hmm... this semiconductor shouldn't be here, those go to D... grab it, take it to D...
the idea is efficiency... my biologists shouldn't be running starch over to the industrial area, they should drop it off in the nearest storage and get back to work... we got plenty of unskilled labor to pack-mule it over to where it needs to be.
(oh, and on an unrelated gripe... it just annoys me how I sell off 16 food to a trader, and instead of dropping off at the ship, and going to the nearest food to pick up next, it goes all the way back to where it picked up the first one when I got 20 sitting right there 2 hops away from the pad... so... yeah... pathfinding needs more work.)
-- Smoov
im convinced it has to be some problem with your base causing the issue.
id love to have your save to either confirm a bug or help you out.
the reason i think its a layout problem is that ive been playing a tad more than a month now. ive had maxed bases on all 3 scenarios and have yet to see any of the "bugs" that are flooding the forums.
why do i NEVER have these issues?
i find it hard to believe i am graced with a bug free download when so many others constantly complain about these "bugs".
please...if youre willing to send me the SAVE, ill gladly help you out.
help is not needed, just reporting my observations...
-- Smoov
edit: one thing to consider is that it didn't seem to be an issue until I got bigger... I think the issue of stuff being stored in the wrong storage, is just a symptom... the problem itself, seems to be more about airlock selection when going inside. the current logic would seem fine when 2 airlocks are very near each other, without taking into account where they each will lead, but these are quite far apart. if they are making their choice based on if an airlock is 'in use' or not, then the distance calculation seems to be more the culprit. the further away an airlock is from you, the larger the weighted penalty there should be in making that choice... all depending on how the choice is currently being made to begin with (which I am making assumptions on)