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Chandarin

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Everything posted by Chandarin

  1. Yeah, there is a button that allows you to clear resources. The beavers have to do it manually so will take labor, but it's there. Plants, as a general rule, don't immediately cease to exist when you decide you won't be replanting.
  2. This would be very helpful. At the very least an easy reference to expiry times on hunger/thirst and nutrition 1, 2, and 3. Expiry time on fun, spirituality, and other stuff to would be great as well. If we had the expiry rate on each of these in the lifestyle pane that would be enough for me. (Hunger might need account satisfied let each type of food, and water amount of time per water as well, since one unit does not fill the whole bar.)
  3. I like that you have new challenges pop up similar to in the story. I'd also like to see an added record to completing the game (single save hardcore) meeting those conditions in least time. Would add an extra challenge for the pros.
  4. Done additional thoughts to consider, especially regarding balancing. Maintaining power, particularly at the times you want to maintain power, is meant to be a challenging aspect of the game. Simply adding a building like this will be hard to balance appropriately. Other things to consider further are the realism. That said, I think with some modifications it is still a good idea. First main point is that in the primitive stages of ingenuity alternating current would not exist so readily. Adding in a power station as an additional prerequisite to any section of batteries, placed in betwe
  5. Probably has more to do with the calculations of beaver activity. Beavers don't work outside of working hours which results in significantly fewer options therefore smaller/faster calculations and reduced lag. At night they either sleep or socialize/pray/play. Maybe drink/eat. Each of those they do according to their bar being lower. An entirely more complicated algorithm is used to see if beavers will, for example, cut trees (from where?), move lumber (to where?), or do a necessary task to satisfy lifestyle.
  6. I have done limited testing, but wind appears to be static over the whole map. It's either on for the whole map or off for the whole map and the power/direction is accordingly uniform.
  7. Exactly what Kennedy said except to add that this also works for plants. Want to upgrade carrots to potatoes? Use the cancel feature and then when the whole area is clear you can plant the whole area at once (admittedly creates some downtime for farm beavers though if you leave unattended too long) It would be nice if you could change the planting strategy while plants were still growing though, shouldn't be a hard change to implement. You might even be able to.
  8. For clarity, did they transfer logs across the district in the same way? Or did they take logs from the new pile back to the old pile until it was emptied (zeroed out)?
  9. Yeah, the flags have one direction that connects to the path, and yours are not rotated correctly.
  10. Couple notes on this: 1) some people have over a thousand beavers in their population. This means that 50-60 beavers are doing every day. The coding (and processing) required to track, remember, and then display this data could be very challenging. 2) Sadness when another beaver dies is a compelling idea. That said, I think your best (and more natural) limitation to the scope of this effect would be too have those sharing a Lodge with that beaver to be affected. It's reasonably confined and also controllable. Early game when your lodges house 3 beavers it's a low number of beavers ef
  11. From another post. Put here to combine
  12. Chandarin

    Caldera

    Default map size (128^2 I believe it was) Two sources, one outlet. Mountainous terrain with good flat starting areas, tougher to access metal. Easy start, more challenging late game (I think) Mostly made because I was bored, but figured I might as well share. Caldera.json
  13. Waterwheels could also work nicer (as well as other functionalities) if flood Gates could be more precisely controlled (.1 increments instead of .5)
  14. Best way is probably to replace 3-4 dams with levees in the bottom right. Where channels narrow the flow rate increases, just like when you cover the end of a hose with a finger. It works in the game too.
  15. I could see this if it still cost a route use (one of your ten) until it was finished.
  16. Having to delete roads before building on them is honestly a real hassle. In particular, I like to build my road to the next district and then swap the road with a district gate, but I can't with the current setup (unless there is a setting options I missed). It's especially frustrating when I have to build a road along levees to build the wall higher but then I also have to delete that row of roads (but not everything beneath it) so that I can build another layer high. It would be intuitive if I could just build on top of that path. I'd recommend it give a warning message before you build ove
  17. I haven't tested this yet but can you put a levee on a dam? The low point would be a little lifted in that case but still reasonably low when compared to 3+ levees in front of it.
  18. My game doesn't do this. If they need the logs they will take them. You can also still set it to be prioritized my haulers if you have hauling station.
  19. I suspect when they add it in they will keep the instant destroy not give salvage, but make a dismantle option that takes time, but salvages materials back.
  20. I made a thread about stream morphology eroding land, but it could be fitting to erode levees too.
  21. Could also do monthly challenges for people to compete and get medals to share on their steam profiles. This could be a really fun way for people to create challenges for the community and feature one each month endorsed by the creators.
  22. This has been mentioned, but I think it's preferred that you can set each building to turn on/off during drought, rather than doing by building type. That way if you build a reservoir you can have those water pumps unpause and others pause during drought.
  23. I think the most frustrating thing in terms of accuracy is that the two maps I've played so far have one source and several rivers that spawn from it. This is, strictly speaking, relatively rare in nature. In general naps should have multiple inflows if they have multiple outflows. I understand this will require some recalculation on the amount of water input from each source. Additionally, while these are considered "days", each day really represents something more akin to a month when looking at the activity that occurs. The timescales that these games would, realistically, also have po
  24. I'd prefer "Import Limits", with Import minimum and Import maximum instead of low and high. It's more concise, and Import minimum means "I want at least this much imported" while Import maximum means "I won't accept any more imported than that". Just makes sense.
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