Uberlong threads with too many distinct internal topics are just too messy and generally hampers accessibility. Its generally better to spread out specific tips in different threads with concise, specific, topical thread titles. this really would not be practical if I put every tip in one thread because different tips inevitably become confused. Even if my tip works well for the map settings I play at, a lot of players play on map settings I don't and can constructively point out problems with my tip on the map settings they play at, which is useful for players in general since every player is going to gravitate toward a particular playstyle and cautions against elements of my tips, or tweaks to them to work better for a particular playstyle/biome setting really help maximize the benefits of individual tips. Plus, I don't have a perfect grasp of the game and some things I thought I knew for sure turn out to be wrong, having distinct threads for each topic helps constructive discussions though the derailing trolls are really frustrating me, I admit. I'm very much relieved there's now a board for 'mod bugs' (see my sig) that helps untangle this mess so specific bugs found with specific threads are now more readily accessible to all players. Until recently, each mod would only have a single thread which really gets unwieldy past a few pages for particular problems with the specific mod - its really not practical to read through 50+ pages to see if a problem I am having has been addressed and answered previously. Having separate threads with the gist in the title helps a lot of players to a particular tip they may not be aware of versus hiding it in a thread which could go on to many tens of pages, maybe even over a hundred. If I put one 'Tips' thread, folk might read it once but that's it, it gets unwieldy fast when it spans multiple pages. Quote from: cultist on May 18, 2016, 03:06:27 PMĬould you maybe put all the tips into a single thread instead of starting a new topic every time? This also helps train up construction skill, so the more you do this, the higher the constructor skills and gradually they will build better beds (and other constructs) more consistently at higher quality. You can then cherrypick the best based on quality (I don't have the quality-names memorized, I just tend to click on a bed and figure out quality level based on the 'Beauty') and replace your colonist beds if they are lower quality, deconstruct the rest of the beds you built to salvage some of their materials (important to note, if you don't know, you won't be able to recover 100% of the materials used to build something when you deconstruct it). If you happen to be flush in a material you can make beds out of (wood highly recommended if you're in a wood-rich map since its fast to build and if you aren't on an ice sheet, you can grow more), I suggest building a lot of beds somewhere, even outside. I'm not entirely certain (someone else whom has experimented confirm/deny?) but I believe bed quality also impacts recovery from disease or injury for your medical beds. That sleep quality can have a real difference - a high-quality bed means your colonists can get fully rested in a much faster time, so they are able to get more work done during the day (to really take advantage of this, you may want to eliminate or strongly reduce their restrictions that force them to sleep for a fixed period). The quality of the bed impacts sleep quality for colonists (/prisoners/patients) in those beds as well as how pretty or ugly the room they are in feels, and your overall colony wealth. Generally early on, before your constructors have earned experience, those bed qualities can be poor. When your constructors build beds, the beds have 'quality' depending on their skill.
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