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  • | name = Ancient nav beacon | image = Ancient nav beacon.png
    1 KB (165 words) - 09:45, 14 January 2024
  • {{nav|zone}} [[Category:Zones]]
    489 bytes (71 words) - 00:50, 11 October 2022
  • <!--Top Nav Box--> <!-- End of Nav -->
    2 KB (403 words) - 14:59, 28 March 2022
  • {{nav|zone}} [[Category:Zones]]
    825 bytes (117 words) - 13:08, 23 December 2023
  • {{Version Nav}} * Firefighters will extinguish nearby friendly pawns even outside home zones.
    821 bytes (128 words) - 02:51, 7 November 2023
  • <!--Top Nav Box--> <!-- End of Nav -->
    9 KB (1,362 words) - 06:37, 27 January 2024
  • |type = Zones ...ar items. Removing a stockpile works exactly the same, but with the Shrink Zones button. This will erase the specified area.
    4 KB (681 words) - 04:16, 7 January 2024
  • ...[Home area|Home Area zone]]. (Adjusting Home Area is found under Architect/Zones.) {{nav|stats|wide}}
    1 KB (139 words) - 04:32, 11 May 2023
  • ...being present - presumably representing [[ship landing beacon|ship landing zones]]. Ancient nav beacon.png|[[Ancient nav beacon]] from [[Ideology DLC]]
    3 KB (449 words) - 05:28, 12 November 2023
  • <!--Top Nav Box--> | Toggle visibility of zones, beauty display, expanding home area, showing roofed areas and categorized
    4 KB (589 words) - 09:16, 15 January 2024
  • |type = Zones ...menu]] and placed directly on the ground by the player, similar to other [[zones]].
    9 KB (1,433 words) - 05:42, 29 December 2023
  • ..., or more for a particularly long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value the {{nav|plant|wide}}
    3 KB (458 words) - 13:09, 23 December 2023
  • Go to Architect > Zones and click the 'Expand Allowed Area' button. Choose 'Manage Allowed Areas' {{nav|zone}}
    4 KB (589 words) - 18:33, 14 January 2023
  • {{nav|zone}} [[Category:Zones]]
    2 KB (305 words) - 11:37, 12 February 2023
  • |type = Zones These zones are often used to collect junk that is neither useful nor beautiful, somewh
    5 KB (916 words) - 01:16, 13 October 2021
  • ...o be copied to other containers like stockpile zones and dumping stockpile zones; however, settings that a sarcophagus doesn't have (i.e. food) will be copi {{Nav|misc|wide}}
    4 KB (534 words) - 10:02, 21 January 2024
  • {{Nav|plant|wide}}
    2 KB (297 words) - 03:34, 30 September 2023
  • {{Version Nav}} ...erlap zones and adjusted other impassable buildings so they cannot overlap zones.
    6 KB (921 words) - 04:14, 7 November 2023
  • Tinctoria may be grown in Grow Zones and has no Minimum growing skill to sow. {{Nav|plant|wide}}
    2 KB (322 words) - 03:31, 30 September 2023
  • <!--Top Nav Box--> ! {{MainSection Nav}}
    7 KB (1,129 words) - 12:48, 15 November 2023
  • {{Nav|plant|wide}}
    3 KB (400 words) - 06:26, 13 May 2023
  • {{Version Nav|date=2022-08-25}} ** Toggle for: Showing visible zones
    2 KB (368 words) - 02:23, 3 November 2023
  • ...es may overlap, so long as the turbine building itself isn't in any of the zones. ...rop will block the wind, and pawns will automatically cut trees in growing zones. Crops can however catch fire if a turbine is destroyed, creating the risk
    6 KB (931 words) - 07:32, 27 December 2023
  • <!--Top Nav Box--> <!-- End of Nav -->
    5 KB (780 words) - 10:40, 1 February 2023
  • * Flat maps will have growing zones scattered on the map randomly while high altitude maps will mostly have gro ...desert mountainous growing zones.png|'''Extreme desert mountainous growing zones layout'''
    9 KB (1,514 words) - 19:21, 18 April 2023
  • * Most pawns that aren't [[zones|zoned]] out will satisfy this need on their own by going on a walk during [ {{nav|status levels|wide}}
    4 KB (504 words) - 18:19, 19 August 2023
  • ...erally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at l {{nav|mechanoid|wide}}
    6 KB (877 words) - 17:09, 25 February 2024
  • {{Version Nav}} ...n the ground where colonists are supposed to store certain kinds of items. Zones don’t cost anything because they’re not physical – they’re just AI
    13 KB (2,099 words) - 15:47, 3 December 2022
  • <noinclude><!--Top Nav Box--> <!-- End of Nav -->
    5 KB (815 words) - 14:02, 5 April 2024
  • ...latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach {{nav|power|wide}}
    4 KB (575 words) - 00:50, 1 December 2023
  • Shelves can also make workers more efficient. Unlike actual storage zones, shelves allow a pawn to place or remove an item without walking on top of ...y stockpiles on top of them. Stools had a path cost (but allowed stockpile zones), achieving a similar effect. Description now states that they hide beauty
    7 KB (1,176 words) - 20:06, 1 May 2024
  • ...ful, but work and resource intensive. This could make it useful for combat zones, where the high beauty keeps fighters happy, and non-flammability makes it {{Nav|floor|wide}}
    5 KB (693 words) - 12:09, 10 April 2023
  • {{nav|animal}}
    5 KB (653 words) - 11:15, 21 April 2024
  • ...makes the tiles largely interchangeable for royal rooms outside of combat zones, and rooms that don't see a lot of foot traffic. If you've combined your di {{Nav|floor|wide}}
    4 KB (675 words) - 03:52, 6 May 2024
  • <!--Top Nav Box--> | {{Gameplay Nav}}
    9 KB (1,351 words) - 11:15, 1 February 2023
  • ...ution, in the very early game, is to remove the [[roof]] (in the Architect/Zones tab) in the specific areas where colonists are working - such as over the i {{Nav|furniture|wide}}
    5 KB (732 words) - 11:58, 5 April 2024
  • ...of watermills will be reduced to 30% (330W) if you overlap their exclusion zones. Water inside this zone has no effect - [[bridge]]s, [[wall]]s, and land in {{nav|power|wide}}
    5 KB (796 words) - 01:45, 13 June 2023
  • ...in a 4-tile radius from each other. However, you can place regular growing zones within the 2-4 tile radius from a tree. In a [[desert]], these trees can be {{nav|animal}}
    5 KB (739 words) - 23:21, 19 March 2023
  • <!--Top Nav Box--> | {{Resources Nav}}
    9 KB (1,480 words) - 11:14, 12 December 2023
  • ...es, batteries and coolers. You'll also want to consider setting up growing zones for food - rice and corn will do nicely for a relative stream of low amount {{nav/guides}}
    6 KB (987 words) - 03:16, 22 August 2022
  • {{Nav|temperature|wide}} {{Nav|Production|wide}}
    8 KB (1,165 words) - 12:00, 5 April 2024
  • Shelves can also make workers more efficient. Unlike actual storage zones, shelves allow a pawn to place or remove an item without walking on top of {{Nav|furniture|wide}}
    6 KB (968 words) - 20:07, 1 May 2024
  • ...pensive materials, so should be reserved for [[prison]]s and active combat zones. {{Nav|structure|wide}}
    7 KB (1,046 words) - 15:43, 14 April 2024
  • ...discriminate against eating their unhatched young. Make use of restriction zones and hauling labor to pull freshly laid eggs away from animal pens and into {{nav|animal}}
    7 KB (959 words) - 23:20, 18 December 2023
  • <!--Top Nav Box--> <!-- End Nav -->
    27 KB (3,764 words) - 16:31, 1 May 2024
  • {{Nav|mechanoid|wide}}
    8 KB (1,199 words) - 21:05, 5 May 2024
  • {{Version Nav}} * Fix: Some buildings able to overlap zones where nonsensical.
    6 KB (967 words) - 15:13, 17 December 2022
  • ...nd long periods of time there''. '''Short or intermittent trips into ugly zones have almost no effect on pawn mood''', as long as the beauty level is kept {{nav|status levels|wide}}
    8 KB (1,296 words) - 13:03, 16 February 2024
  • * [[Version/1.4.3555|1.4.3555]] - Fix: Pawns ignore allow zones when hauling to transport pods. {{nav|misc|wide}}
    8 KB (1,231 words) - 22:09, 27 March 2024
  • {{Version Nav|date=2022-12-08}} * Improved: Grow zones and Stockpile information displaying has been optimised
    8 KB (1,274 words) - 02:24, 3 November 2023
  • {{Nav|weapon|wide}}
    8 KB (1,269 words) - 22:38, 16 January 2024
  • ...your colonists repeatedly use. These need to be flagged as snow clearance zones; someone with the Cleaning task will then come and shovel. If the journey i {{nav/guides}}
    9 KB (1,523 words) - 18:24, 6 September 2023
  • A sun lamp's main purpose is to create growing zones indoors, often called greenhouses. This allows plants to grow in the winter {{Nav|furniture|wide}}
    9 KB (1,318 words) - 09:58, 5 May 2024
  • ...eral sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and expand analysis of things like roof dro {{nav|structure|wide}}
    10 KB (1,542 words) - 05:17, 7 January 2024
  • {{Version Nav|date=2014-02-26}} * Plant growing zones added, along with AI to find and interact with them. Redesigned work AI to
    9 KB (1,374 words) - 15:53, 3 December 2022
  • {{Version Nav}} * Can now individually hide zones.
    14 KB (2,354 words) - 02:51, 7 November 2023
  • {{Version Nav}} * Assign colonists to [[Zones|allowed areas]].
    9 KB (1,426 words) - 02:53, 7 November 2023
  • {{Version Nav}} * Time zones are now modeled, out of necessity.
    10 KB (1,596 words) - 02:55, 7 November 2023
  • '''Using gauranlen trees in grow zones''' {{nav|plant|wide}}
    12 KB (1,926 words) - 16:01, 27 March 2024
  • {{nav|mechanoid|wide}}
    13 KB (1,965 words) - 20:53, 21 February 2024
  • <!--Top Nav Box--> <!-- End of Nav -->
    15 KB (2,424 words) - 09:15, 15 January 2024
  • ...ring. You can minimize the damage it can do by how you set up your growing zones. A gap of 4 tiles with no plant coverage prevents the spread of blight. Bli ...l plants should the temperatures drop. You may want to expand your growing zones so you can keep up food production.
    21 KB (3,632 words) - 09:31, 6 January 2024
  • ...is makes centipede gunners best in target-rich environments, like in "kill-zones" where a [[minigun]] would be preferred over a [[charge rifle]]. {{nav|mechanoid|wide}}
    12 KB (1,896 words) - 13:53, 25 February 2024
  • ...get a feel for the terrain. Where are natural choke points to create kill zones? Where are standing structures that you can make use of? *'''Expand your crops''': A few more 5x5 growing zones; one (or two) for cotton (for [[textile]]s, later), one for corn (which is
    37 KB (6,325 words) - 15:27, 8 February 2024
  • <!--Top Nav Box--> ...sics stockpile icon.png|thumb|left|300px|Stockpile zones. (Architect Tab / Zones)]]
    66 KB (11,227 words) - 07:57, 4 May 2024
  • ...e the map's stone chunks to your advantage by setting up dumping stockpile zones, then designating the chunks to be hauled. By arranging the chunks you can {{nav/guides}}
    15 KB (2,625 words) - 22:12, 13 January 2023
  • ...about to build a lot of [[wall]]s or [[floor]]s in the colony, you can use zones (as described above) or temporarily take your capable builders '''off''' th Alternatively, you could create a couple extra (large) growing zones with [[cotton plant]]s, for [[cloth]] to "practice" with. Even poor-quality
    37 KB (6,042 words) - 05:56, 4 May 2024
  • ...ing spots, butcher spot, crafting spot, campfire and a few basic stockpile zones. You may want to put in a table and stool on the first or second day. If th ...want your animals to have, and consider carefully how to set their allowed zones. Wild predators can hunt your tame animals for food, particularly the small
    38 KB (6,562 words) - 01:51, 22 April 2024
  • <!--Top Nav Box--> <!-- End Nav -->
    26 KB (3,992 words) - 01:00, 21 January 2024
  • <!--Top Nav Box--> <!-- End Nav -->
    28 KB (3,926 words) - 07:47, 12 April 2024
  • <!--Top Nav Box--> <!-- End Nav -->
    38 KB (5,513 words) - 06:44, 23 April 2024
  • {{Version Nav}} * Growing zones and stockpiles now have a description for how many cells are in the zone.
    17 KB (2,692 words) - 02:44, 7 November 2023
  • ...Example floor plan for a "superstructure" base with an efficient layout of zones to keep walking distances short. Arrows indicate where items are commonly ...way, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them. Your storer
    59 KB (9,977 words) - 02:46, 20 November 2023
  • {{Version Nav}} * Fix: Pawns ignore allow zones when hauling to transport pods.
    25 KB (3,968 words) - 07:41, 22 November 2022
  • Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. {{nav|status levels|wide}}
    35 KB (5,405 words) - 11:04, 30 April 2024
  • Growing zones should be fairly close to your shelter, to cut down on travel time for your {{nav/guides}}
    32 KB (5,488 words) - 18:25, 22 April 2024
  • {{Version Nav}} * Zones are renamed by the button on the inspect pane instead of by the gizmo.
    42 KB (6,443 words) - 05:19, 22 April 2024
  • ...s less effective as animals have a delay before moving into their assigned zones and may be very far away. {{nav/guides}}
    100 KB (16,750 words) - 21:44, 24 April 2024
  • {{nav/guides}} {{nav|security|wide}}
    67 KB (11,329 words) - 05:28, 21 April 2024