Difference between revisions of "Zone/Area"
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Zones are used by [[colonists]] for certain tasks such as hauling or growing. Zones aren't structures, and are rather just marker areas. | Zones are used by [[colonists]] for certain tasks such as hauling or growing. Zones aren't structures, and are rather just marker areas. | ||
==Defining content and priority of a zone== | ==Defining content and priority of a zone== | ||
− | The content of any zone can be defined by selecting the zone and clicking the brown button that appears | + | The content of any stockpile, dumping stockpile or growing zone can be defined by selecting the zone and clicking the brown button that appears above the [[user interface|architect menu]]; the priority of a stockpile/dumping stockpile can also be set there. |
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+ | ==Types of Zone== | ||
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+ | ===[[Stockpile|Stockpile]]=== | ||
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+ | Stockpiles are where most of a colony's goods are stored. They can be configured to hold any combination of items, from individual items (metal stockpile, log stockpile etc.) to groups of items (weapons stockpile, meal stockpile etc.) or even all items. | ||
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+ | ===[[Dumping stockpile|Dumping stockpile]]=== | ||
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+ | Dumping stockpiles are, by default, enabled to hold debris and corpses, however they are functionally identical to regular stockpiles, differing only in name and default settings. | ||
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+ | Some applications for dumping stockpiles outside of general storage include hauling debris to form makeshift defenses, or creating areas to dispose of raider corpses via [[molotov cocktails]]. | ||
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+ | ===[[Growing zone|Growing zone]]=== | ||
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+ | Growing zones allow colonists with the growing job [[overview|enabled]] to grow plants. These plants range from food crops, to flowers to improve the environment, to trees to provide wood. Growing zones are less efficient than [[hydroponics table|hydroponics]], therefore it is advisable to move food production to hydroponics when it becomes available. | ||
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+ | ===[[Delete zones|Delete zones]]=== | ||
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+ | The delete zones tool allows players to delete stockpile or growing zones square by square, allowing players to shape or remove their zones according to their needs. | ||
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+ | ===[[Home zone|Home region]]=== | ||
− | + | The add home region is a very important tool - without it being in a home zone, colonists won't fight fires or repair objects. Home zones can be set to auto-generate around player built objects and structures, and can be toggled via the house icon in the lower right of the screen; this setting is on by default. | |
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− | + | ===[[No Roof zone|No Roof region]]=== | |
− | + | No roof zones prevent constructed roofs from forming, and can also be used to remove constructed roofs. This is useful for things like removing a building without risk of the roof collapsing on top of colonists, or building walls around vulnerable solar generators without blocking out the sunlight. | |
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{{{{TNTN|nav}}|zone}} | {{{{TNTN|nav}}|zone}} |
Revision as of 18:36, 19 August 2014
Zones are used by colonists for certain tasks such as hauling or growing. Zones aren't structures, and are rather just marker areas.
Defining content and priority of a zone
The content of any stockpile, dumping stockpile or growing zone can be defined by selecting the zone and clicking the brown button that appears above the architect menu; the priority of a stockpile/dumping stockpile can also be set there.
Types of Zone
Stockpile
Stockpiles are where most of a colony's goods are stored. They can be configured to hold any combination of items, from individual items (metal stockpile, log stockpile etc.) to groups of items (weapons stockpile, meal stockpile etc.) or even all items.
Dumping stockpile
Dumping stockpiles are, by default, enabled to hold debris and corpses, however they are functionally identical to regular stockpiles, differing only in name and default settings.
Some applications for dumping stockpiles outside of general storage include hauling debris to form makeshift defenses, or creating areas to dispose of raider corpses via molotov cocktails.
Growing zone
Growing zones allow colonists with the growing job enabled to grow plants. These plants range from food crops, to flowers to improve the environment, to trees to provide wood. Growing zones are less efficient than hydroponics, therefore it is advisable to move food production to hydroponics when it becomes available.
Delete zones
The delete zones tool allows players to delete stockpile or growing zones square by square, allowing players to shape or remove their zones according to their needs.
Home region
The add home region is a very important tool - without it being in a home zone, colonists won't fight fires or repair objects. Home zones can be set to auto-generate around player built objects and structures, and can be toggled via the house icon in the lower right of the screen; this setting is on by default.
No Roof region
No roof zones prevent constructed roofs from forming, and can also be used to remove constructed roofs. This is useful for things like removing a building without risk of the roof collapsing on top of colonists, or building walls around vulnerable solar generators without blocking out the sunlight.
{{Template:TNTN|zone}}
[[Category:
Architect]]
[[Category:
Zones]]