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  • {{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

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