Do not neglect recreation time because you want to squeeze in 2 more rim hours of craft time. Units with a gf/bf or husband/wife are a MASSIVE boost to moods. Your colonists don't get a mood penalty and one or two operations should get them their daily cap of experience.īearhiderug - Pawns SHARING recreation time, in the same location improves the chances of relations. Rivon - A great way to raise medical skill is to install peg legs/wooden hands of the -100 rep factions raiders. You can cut the corners of your room and build the lamps and heaters into the wall like this:įallout Aficionado - Torches, lamps, and other light sources drastically improve the productivity of pawns doing work in caves and other dark spaces. YariMurai - You don't need to have a double hallway to place your lamp and heater. Kasa - Instead of filling your entire killbox with rocks place a path along your killbox leading to spikes traps, the AI prefers 100% move speed and so will walk along these paths into your traps. Haygrass without pawn harvesting it has 0.2 nutrition value and double grow time. 18 and a grow speed of 2.5 days meaning they are good for grazing fields where animals "harvest" the plants instead of your pawns. Kasa - Daisies have a nutrition value of. They are in chronological order so you can find them easily from the comment section if you want to see originals. These comments are modified to be as short and full of context as possible. You can also leave an empty space in the middle of the chunks, where you want enemies to stand on, to stop them from getting closer and to make them try to shoot you from a disadvantageous distance for example. In beta we were able to use graves as non-destructable and non-on-standable objects to prevent enemies from shooting, but now the graves can be shot on and I don't know any other object with similar characteristics. chunks also prevent enemies from shooting you when they are on top of the chunks. I personally have tried to make it additional maze are with traps to slow them down.Ī side note, is that you should try slow the enemy movement down by placing chunks into the area. You can make the entrance pyramid shaped, and use the "cut off" corners as a storage space or for other purposes. They mostly avoid the corners of the back wall, running straight from the entrance to your pawns, leaving the corners a wasted space. The raider entrance is often in the middle of the back wall, which leaves the raiders running towards your pawns. Often I see people using the square design, which does the job great but is not the most space-efficient. If you are using killboxes for your defense, you might want to pay attention to the raider movement in your killbox. The next option would be wolves, who are more release oriented animals. Foxes also breed faster and they are cleaner ( produce less dirt ). They eat less, also haul, and additionally they hunt small critters like rabbits on their own, AUTOMATICALLY, so you get free meat and leather. If you have a handling skill of 6 or above, you could look for some foxes. They can also be trained for release and they breed twice in year, so you have renewable sources of leather and meat + they are caravan animals too. In winter, you can feed them cheap kibble. It probably takes one quadrum to train them to haul, but after that, you have gained additional hauler for your colony, giving your main colonists more time for crafting and other activities + you will gain easy handling skills to get better animals.ĭonkeys and horses can be set to roam in the grasslands, so they require no additional food cost after training. They are common on most biomes and you can train them with berries or other vegetables you can harvest from the area. Or horses if you have min 4 handling skill. If you have a pawn with at least a few points in handling skill, you can probably get a few donkeys in 3-5 days.
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