Difference between revisions of "User:Hordes"

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[[User:Hordes/Reproduction]]
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Merged: [[User:Hordes/Reproduction]] [[User:Hordes/Children]]  [[User:Hordes/Events]] [[User:Hordes/Prisoner]] [[User:Hordes/Ideoligion]]
  
[[User:Hordes/Children]]
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Merged but can add more later: [[User:Hordes/The Great Steelening]] [[User:Hordes/Weapons Guide]] [[User:Hordes/Money making guide]] [[User:Hordes/Quests]] (old version of the page)
  
[[User:Hordes/Events]]
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[[User:Hordes/Tactics]]
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[[User:Hordes/Go-juice]]
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[[User:Hordes/Basics]]
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[[User:Hordes/Melee Comparison]]
  
[[User:Hordes/Prisoner]]
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[[User:Hordes/Mechanitor]]
  
[[User:Hordes/Quests]]
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[[User:Hordes/Sea ice]]
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'''Killbox progression (no turrets)'''
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<gallery heights="250px" class="left" mode="packed">
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File:Killbox progression1.png|Simple [[barricade]]s.
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File:Killbox progression2.png|"Pillbox". Give colonists the best cover, give enemies the worst.
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File:Killbox progression3.png|Funnel enemies into 1 place with a base-wide wall.<br>(If there is ''any'' way raiders can access a colonist w/o breaking a wall/door, normal raiders will enter)
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File:Killbox progression4.png|Force enemies to enter before being able to shoot.<br>This limits how many enemies can shoot at you.<br>(Done by not putting colonists in the middle)
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File:Killbox progression5.png|More efficient design.<br> Corner forces enemies to enter, but allows pawns to stand middle. Barricades stop enemies from using the corner as cover.<br>Slow enemies with fences.
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File:Killbox progression6.png|Optimization.<br>Exploit enemy collision.<br>Area to throw EMP grenades.<br>Stuff to make colonists happier.<br>"Bait" furniture ensures raid paths in.
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</gallery>
  
[[User:Hordes/Tactics]]
 
  
[[User:Hordes/Weapons guide]]
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{| class="wikitable"
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|-
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! Saturation
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! Change per hour
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! Change per day
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! Real time in state<ref>Real time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref>
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! Game time in state<ref>Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref>
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! Real time since 100% food<ref>Real time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref>
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! Game time since 100% food<ref>Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref>
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|-
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| Fed
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| -6.67%
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| -160%
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| {{Ticks|{{#expr: 0.75 / 1.6 * 60000 round 0}}}} <!-- (% Saturation) / (Hunger Rate per day) * (Ticks per Day) --->
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| {{#expr: 0.75 / (1.6/24) round 3}} hours  <!-- (% Saturation) / (Hunger Rate per hour) --->
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| {{#expr: 0 round 3}} hours
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| {{Ticks|0}}
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|-
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| Hungry
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| -3.33%
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| -80%
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| {{Ticks|{{#expr: 0.125 / 0.8 * 60000 round 0}}}}
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| {{#expr: 0.125 / (0.8/24) round 3}} hours
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| {{Ticks|{{#expr: (0.75 / 1.6 * 60000) round 0}}}}
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| {{#expr: (0.75 / (1.6/24) ) round 3}} hours 
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|-
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| Ravenously Hungry
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| -1.67%
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| -40%
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| {{Ticks|{{#expr: 0.125 / 0.4 * 60000 round 0}}}}
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| {{#expr: 0.125 / (0.4/24) round 3}} hours
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| {{Ticks|{{#expr: (0.75 / 1.6 * 60000) + (0.125 / 0.8 * 60000) round 0}}}}
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| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) round 3}} hours
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|}

Latest revision as of 13:59, 10 November 2023

Merged: User:Hordes/Reproduction User:Hordes/Children User:Hordes/Events User:Hordes/Prisoner User:Hordes/Ideoligion

Merged but can add more later: User:Hordes/The Great Steelening User:Hordes/Weapons Guide User:Hordes/Money making guide User:Hordes/Quests (old version of the page)

User:Hordes/Tactics

User:Hordes/Go-juice

User:Hordes/Basics

User:Hordes/Melee Comparison

User:Hordes/Mechanitor

User:Hordes/Sea ice

Killbox progression (no turrets)


Saturation Change per hour Change per day Real time in state[1] Game time in state[2] Real time since 100% food[3] Game time since 100% food[4]
Fed -6.67% -160% 28,125 ticks (7.81 mins) 11.25 hours 0 hours ticks (0 secs)
Hungry -3.33% -80% 9,375 ticks (2.6 mins) 3.75 hours 28,125 ticks (7.81 mins) 11.25 hours
Ravenously Hungry -1.67% -40% 18,750 ticks (5.21 mins) 7.5 hours 37,500 ticks (10.42 mins) 15 hours
  1. Real time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained
  2. Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained
  3. Real time spent before entering the state, assuming no rest is gained and the starting saturation is 100%
  4. Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%