![]() Placed the stuff a bit haphazardly though so it's a minor nightmare for aesthetics and neatness. ![]() My current colony eliminated the bathroom separator entirely and merged it with the bedroom in a prison cell-like setup. I lean towards tubs myself since it helps with recreation even if it takes longer to bathe. Originally posted by Vermillion Cardinal:I see little point in having a shower when there's a bath tub, and vice versa. From a style perspective I think 2x4 is the minimum I can do that looks "good". But I think it look to cramped when I do that. I've played with the idea if decreasing the size of the bath from 2x4 to 2x3 while keeping the bathtub, shower, toilet and basin. I'd like to see more ideas though on hough this could be improved further - especially in terms of design variations. Here is an example on what it looks like in current colony: I've based my current approach on a 7x7 layout in principle but added some extra space to accomodate the 2x4 bathroom and place the walls properly. Those are actually included in the value and size calculation of the bedroom itself by using stall doors. The big challenge for me was that I'm including Dubs Bad Hygiene which means I'm also adding attached bathrooms to all bed rooms. On a standard map seed you will barely interact with enemies for the majority of the game -except when you're effortlessly clearing their nests- and you will have more resources laying around than you can bother building drills for.Hey, I've been playing a bit around with the room layouts to get good values in terms of size, beauty and so on while trying to place them in a compact manner so I can get easily place many bed rooms into a base. I know I sound like a tryhard here, but the game really is designed to be more of a creative sandbox than a survival game by default. It's also strongly advocate the Rampant AI mod, which makes the aliens do a little more than stand around or blindly zerg into your guns. But if you want to be faced with persistent challenges, you need to increase the alien density and decrease the size/richness of resource deposits. You can make it into a fun survival/building game. Figuring stuff out for the first time is a fun problem. ![]() ![]() You can build an intricate automated ammo production system, but just stuffing a steel conveyor into a furnace will do the job. You can explore the map, but you don't really need to. You can kill the aliens, but they won't put up much of a fight. The only issue with Factorio is that, on normal settings, there's not much incentive to expand or improve your setup besides an abstract desire to see how much stuff you can produce per minute. There is some combat stuff with direct player control because aliens don't like the stuff you build and build up for periodic attacks, but it can be automated to some extent by turrets and defensive emplacements, and seems to be more about preparation than dodging when you do go on the offensive. You basically go from collecting coal and iron to building a rocket. It's a top down game where you are mostly building increasingly elaborate production lines as you build mines, refineries, and some kind of connection to funnel resources between them, and then make assemblers to make some parts, and then use those parts in other machines, etc. That being said, it's a lot more actiony than say Minecraft, and even more so compared to a management focused game like Rimworld. Some times that's just a few platforms to dodge around between, other times it's potentially far more elaborate. In Terraria your main space is mostly an art project and warehouse, but you generally want to build up special areas to help farm stuff or battle bosses.
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