![]() Here is an example of how well that works in practise: Originally posted by AlexMBrennan: Pawns will stick to the fastest path from A to B, and if that's a stone path, they won't have any chance to get it dirty.That doesn't make any sense whatsoever because path finding is based on grid blocks (which you can only see in dev mode). Just set the hospital bed back to normal and allow the prison cell (if it was forbidden).ĭon't build your hospital too close to any guest area as guests/traders do not care Or if the prison cell is reasonably clean than recover there. Prisoners can be transported from their hospital rooms to actual prison cells temperature ventilation rooms where needed (try to keep them out of the way) You can set the bed to prisoner use when needed, but recommend foolproof room. several emergency operation rooms (sterile tiles) If you have a large list of colonists, don't expand yard 1, just build yard 2. recuperation yard (6 beds for small colonist injuries, incl. storage room (closets with organs/bionics/augments) a lobby (single refrigerators for medicines) Something in the middle (excellent for lighting and scenery benches) works.Īs for hospitals, my layout currently uses: Pawns like to be in spatious environments at all times, so a 2-way with You can add flower beds to the sides of the road,īut I have noticed that pawns will sometimes walk on those (and slow down). Thus, paved, walled & illuminated clean roads (like a highway/tunnel) usually works best. On their route (and those will slow significantly). ![]() However they don't avoid plants / furniture / items Having the lowest cost (tile-wise) and pick light over dark areas (as for prisoners, ♥♥♥♥ em- unless you really need dudes I just make sure I have a big ass stone or steel door I can fix faster than they can break and heal them right in their bunks, but you don't have to in a super base (and close medicine can save lives, hence medicine store rooms.) But other than break outs, who I shoot to death anyway, most inmate complaints re their hospital stay can be solved with 1 builder outside the door repairing, lol. A LOT of pawns will lose their ♥♥♥♥ in the hospital so try to keep them happy (plus small dirty rooms give infections that will cost you a lot of medicine.) High pain and lack of ability to recreate will weigh on moods. Then when the hospital is clean and sterile focus on getting the medicine close, ambient entertainment, then room prettiness/size. Sterile tiles are super good but you don't need them as much if you're keeping things clean, ditto for monitors, they're great when you get them but you'll want a million other things first. Late game I'll also build a small hospital onto the prison with a seperate medicine room in order to keep disease from spreading in my prison but prisoners aren't critical so you don't really need it. Pawns will have to walk a bit to get medicine but it works. Hospital beds with monitors (usually about 4, all facing same wall)Īrt or plants, but only if they don't clutter the room (again this is a perfect hospital so it's way bigger than you need.)Įarly game hosptal is usually just a series of seperated beds in a room i keep FASTIDIOUSLY clean. Players can actually set a max limit for the meals that will be produced at a cooking station, which can help prevent pawns making way more meals than what's needed.When my (ideal) hospital is up it has the following:Ī subchamber with an autodoor and medicine stockpile (saves time when treating people having it right there.)Ī main room large enough to leave 2 spaces between beds (to prevent spread of disease) Try to prioritize having two different sections in the cooler rather than making it massive, as separating raw food and finished meals will prevent pawns from getting food poising and help players stay organized. ![]() Getting a walk-in cooler to store food is crucial since going out into the cold to hunt is usually a death sentence. Woodfire generators should only be used if wind turbines and/or solar panels aren't viable. ![]() From there, getting electricity up and running is crucial. The first thing players should do is build a single room for pawns to sleep, as the mood boost from individual rooms isn't worth the resources saved from a communal one. With the default settings, players should start in the spring. A great first goal for new players is to survive past the first in-game winter, which tends to be a common theme in multiple survival games. ![]()
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