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The Civillian Nov 17, 2015 @ 10:01pm
Assigning Cabin beds
Very simple idea really.

When you got edit a cabin you have 5 beds to choose from.

- worker
-Biologist
-Securtiy
-Engineer
-Medic

So annoying you make a cabin + beds for your Gaurds and the biologists from the other side of the base claims the bed :/
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Showing 1-15 of 24 comments
martiño  [developer] Nov 18, 2015 @ 2:02am 
This mechanic is going for version 1.0.7, any colonist will be able to sleep on any bed.
Sigh-Phi-Guy Nov 18, 2015 @ 7:58am 
Originally posted by martiño:
This mechanic is going for version 1.0.7, any colonist will be able to sleep on any bed.
so the cabins will just be less space efficient dorms? thats useless in the extreme.
The Civillian Nov 18, 2015 @ 8:13am 
Originally posted by sigh-phi-guy:
so the cabins will just be less space efficient dorms? thats useless in the extreme. [/quote]

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)
Ddoge Nov 18, 2015 @ 8:41am 
they are not the same as dorms. people sleep less and get a morale bonus for using the cabin bed if I understand the change properly.
Sigh-Phi-Guy Nov 18, 2015 @ 8:43am 
Originally posted by gary:
they are not the same as dorms. people sleep less and get a morale bonus for using the cabin bed if I understand the change properly.
maybe, but the poor space efficiency makes using them pointless even with the modifiers.
The Civillian Nov 18, 2015 @ 9:20am 
Originally posted by gary:
they are not the same as dorms. people sleep less and get a morale bonus for using the cabin bed if I understand the change properly.

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)
Sigh-Phi-Guy Nov 18, 2015 @ 10:39am 
Originally posted by The Civillian:

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)
its actually not hard to do that already with selective dome placement.
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.
Last edited by Sigh-Phi-Guy; Nov 18, 2015 @ 10:41am
The Civillian Nov 19, 2015 @ 12:28am 
Originally posted by sigh-phi-guy:
Originally posted by The Civillian:

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)
its actually not hard to do that already with selective dome placement.
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
KitsuneAbby Nov 21, 2015 @ 4:37am 
Originally posted by sigh-phi-guy:
Originally posted by gary:
they are not the same as dorms. people sleep less and get a morale bonus for using the cabin bed if I understand the change properly.
maybe, but the poor space efficiency makes using them pointless even with the modifiers.

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.
Sigh-Phi-Guy Nov 21, 2015 @ 9:26am 
Originally posted by decondelite:
Originally posted by sigh-phi-guy:
maybe, but the poor space efficiency makes using them pointless even with the modifiers.

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.
yes but bars/gyms arent "deadend" domes as cabins are. very inefficient in my opinion.
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.
Last edited by Sigh-Phi-Guy; Nov 21, 2015 @ 11:17am
The Civillian Nov 21, 2015 @ 11:06am 
Originally posted by sigh-phi-guy:
yes but bars/gyms arent "deadend" domes as cabins are. very inefficient in my opinion.
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
KitsuneAbby Nov 21, 2015 @ 11:39am 
I haven't fully optimized yet, and reached 500 on the ice planet. I swear that when I'll try the moon, I'll attempt to reach the 600 milestone.
Originally posted by sigh-phi-guy:
Originally posted by The Civillian:
Would also be nice to assign a storage dome to a type of material (Ore/metal or Starch/plastic or electrical/spares)
its actually not hard to do that already with selective dome placement.
Oh, if it were only that simple... I have 3 mines all basically 1 hop away from an airlock, with a large storage unit the next hop inside... it is always the one that is utilized the least, as I have smaller ones right outside of my agriculture domes that get utilized first for food...

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
Sigh-Phi-Guy Nov 21, 2015 @ 8:57pm 
Originally posted by Smoovious:
-- 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.
Last edited by Sigh-Phi-Guy; Nov 21, 2015 @ 8:59pm
it isn't a layout problem, but a pathfinding problem...

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)
Last edited by Smòóvious | TOBO; Nov 21, 2015 @ 9:21pm
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Date Posted: Nov 17, 2015 @ 10:01pm
Posts: 24