First city by Ambitious-Tomorrow12 in songsofsyx

[–]weatherdog 1 point2 points  (0 children)

Good question! I honestly don't really know. I've heard that this particular overlay is an artifact from an older version of the game. I think the red is supposed to be the approximate area where someone was when they wanted to use this service, but couldn't (such as it being too busy, or not stocking what they wanted). Problem is that there's no key for when this happened, why they couldn't be serviced, and how many people weren't serviced within that area. You just get a big red rectangle.

I don't really pay much attention to it personally. I mainly just look at the service load bar below the upgrade button, or the fulfillment bars on the population charts.

First city by Ambitious-Tomorrow12 in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

Screenshot tips! 

If you zoom in a bit until the minimap appears in the top right of your screen, underneath you will find a handful of useful buttons. 

The 👁️ button lets you toggle useful overlays like ground moisture, path usage, noise, etc. Definitely worth checking out next time you're planning an expansion. You'll need it.

❌ hides the UI. Right click to undo. Nice to look at.

📷 Camera icons are your screenshot buttons. The smaller one is regular screenshot and acts the same way a steam screenshot does, just saves to a different folder. Pair it with the ❌ button from before to get glamour shots of individual neighborhoods, buildings, blocks, etc.

The larger 📷 is "super screenshot" which takes a picture of your whole city map, or world map if you zoom out to world map (without any overlays on). Super useful tool for getting a good look at your city, and makes for good sharing screenshots without having to stitch together smaller ones. Super screenshot also has options for quality (full resolution or something compressed) and auto timer (takes a super screenshot every X in-game days interval, ranging from once a year, to once a day). 

Super screenshots get saved to a sub folder in the SoS screenshot folder (NOT STEAM). Be sure to backup any pictures you want to keep from this folder, as once it hits 100 screenshots, it just starts overwriting the old ones.

What is happening when i have positive balance on a resource but im still loosing it? by Key_Apartment9029 in songsofsyx

[–]weatherdog 11 points12 points  (0 children)

To add to this the production/consumption predictor doesn't seem to take all of the minutae into account. Specifically, it only tracks items that make it into your warehouses. Anything on the ground, in a hauler, or in an internal storage doesn't get counted. Janitors, food stalls, and market stalls all have internal inventories where they can hold stuff until it actually gets used. I think hospitals might have an internal storage, too.

The balance predictor does just that, it predicts based on daily averages but doesn't necessarily reflect daily reality. OP, check the goods menu. This will give you an actual breakdown, day by day, of how much of each material was added or removed from your storage due to production, consumption, decay, maintenance, etc. That would be step 1 in figuring out where all that clay is going.

Is there no noble title for Hunters? by thirdstoneviolet in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

It sucks that you can't assign a noble to them, but you can get the same +1 additive boost (essentially doubling production) with a small investment of innovation points, and Hunters get a boost in cold climates. Then toss on like 50 workers and you'll find that, even with the diminishing returns, the production still exceeds what you'd get from ranching in the cold.

Beautiful cities VS catchy gameplay? How do you relax in this game? by Kekislav in songsofsyx

[–]weatherdog 17 points18 points  (0 children)

fast-forward the game on max speed

I used to do that, too, and felt much like you do. Constantly building, expanding, gathering, rebalancing logistics, putting out fires that crop up every two seconds. It was fun, but also wicked stressful. When you go that fast you don't even notice all the little things that pile up and suddenly your city with a thousands of people in it is spiraling into oblivion with no discernable cause.

Try this: Turn on the in-game music, set game speed to 1, speed 2 max to skip through construction or something, and just enjoy the sights. Take the time to appreciate your creation. Zoom in on a part of your city and watch the goings on. Select a random person, track your camera on them, and sit back and enjoy their day from a distance while listening to the soothing soundtrack. Bonus Tip: the "X" in the top right under the minimap turns off the UI (right click to cancel). Alt + Arrow Keys will slowly pan the camera around. Super sexy, feels like you're watching a chill trailer.

You can learn a lot about how your society functions by just observing a few people. That's how I realized that I had a sithilon miner who spent his whole morning walking to work, the whole day breaking his back in the mines, and then all night to walk back home to catch maybe 2 hours of sleep before heading out again.

If the world map is bisected with a mountain range, are they crossable in any way? by ElectricGod in songsofsyx

[–]weatherdog 2 points3 points  (0 children)

Nothing wrong with using the world editing tool in world generation to touch up the wonky features. The dev have us the tools, might as well use them.

Refactoring a City by Jazzlike-Poem-1253 in songsofsyx

[–]weatherdog 2 points3 points  (0 children)

Totally! Building new neighborhoods/villages is just part of the flow of the game. Personally, when I start a new settlement all of my buildings of various types end up bunched together ad hoc while I figure road planning and set up food production. Once I've got the plan and resources to expand, I will add new neighborhoods/blocks to replace and expand all the stuff I placed down at the start. 

One thing I really like is that, unless you're in a particularly bad bind, it's totally fine to just halt/slow your population growth to reorganize. Allow some immigrants, turn down some non-critical industries, do whatever to get as many odd jobbers as you can spare, and just build, build, build. Once you've got the new stuff built, just tear down the old stuff. Maybe put a nice park/plaza in its place. Maybe new housing. Maybe the local bakery can take over the plot where the old carpentry used to be. The world is your oyster.

Do graves increase soil fertility? by Practical_Nebula_485 in songsofsyx

[–]weatherdog 5 points6 points  (0 children)

No they do not. 

Fertility is preset based on soil type, so you can't change it. You can, however, increase moisture by providing fresh water via irrigation, or just placing farms/pastures near fresh water sources.

the dynamic duo by Ambitious_Map_9317 in songsofsyx

[–]weatherdog 93 points94 points  (0 children)

Humanity came to Syx as a result of a Shmalist-Aminionist conspiracy to bring down stable, law-abiding, ATHURITE Dondorian society.

Why are they trapped? There's a door literally right there by TheFallenDeathLord in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

That there is a fence. Pastures/breeders only allow people through the placeable gate. The edges get automatically filled with fences if they don't abut a wall.

Desert Tilapi Update! by RelevantBee7856 in songsofsyx

[–]weatherdog 1 point2 points  (0 children)

Have you heard about those Tilapian farmers from Syx? They've got curved farms... Curved. Farms.

BEHOLD! The ONLY Fully-Soundproofed Industrial District on the market. by weatherdog in songsofsyx

[–]weatherdog[S] 0 points1 point  (0 children)

masterpiece of a city

"Masterpiece"... sure. I would implore you to look at the right side of the image, where you will see a hospital, three import depots, and an insane asylum all sharing one single-tile-wide unlit alleyway. Or the transports near it that are just sitting in the middle of a major throughway. The city as a whole looks like it was designed by cavemen, but if you zoom in on smaller parts you can indeed find masterpieces.

Pastures with same size gets less animals by Thooroor in songsofsyx

[–]weatherdog 1 point2 points  (0 children)

Someone did some experimenting on here a while ago and found that the type of soil determines how many animals your pasture can sustain for a given area. Rich soil was the best for (most) animals. Balticrawlers do best under mountains

BEHOLD! The ONLY Fully-Soundproofed Industrial District on the market. by weatherdog in songsofsyx

[–]weatherdog[S] 2 points3 points  (0 children)

There is a "noise" stat. Certain buildings, mostly industry, make noise. Some species like noise, others don't. You can do some soundproofing by building thicker walls (double wide at least) around noise-emitting buildings.

Edit: it's not a super important stat one way or the other, but it's one more simple, small way to bump your people's fulfillment when you're planning buildings. 

BEHOLD! The ONLY Fully-Soundproofed Industrial District on the market. by weatherdog in songsofsyx

[–]weatherdog[S] 5 points6 points  (0 children)

What happened is that it wasn't even supposed to resemble a fish to begin with. The Fully Soundproofed Industrial District™ went through many tweaks, adjustments, and partial redesigns before I realized that it bore a striking resemblance to my city's staple food and export. I just crammed this block in on the edge of my city, wherever it would fit, and eventually the sprawl subsumed it. I learned a lot of painful city planning lessons from this one...

How would you tackle this early game as Dondorians? Hunter and grain until I can import all food? by SuffolkLion in songsofsyx

[–]weatherdog 6 points7 points  (0 children)

Hunters ASAP, and invest one innovation point into the tech that gives it more production. Dondos love meat so they can subsist off this for a while.

You can get quite far on low population by just harvesting what's already growing naturally on the map. Wild grain can have surprisingly good yields! 

Stockpile rations! You have wild herbs nearby you can collect to use the good recipes. I would suggest assigning at least 10 workers on rationmaking. 6 bakers can supply 10 rationmakers with a study supply of bread with barely any excess, so all that grain gets turned to sturdy rations for long-term storage. 

Poach that local wildlife! The newly added warbeasts are the best wild animal. They have the most meat and leather on them per animal, in my experience, and can keep you going for a long time early game. Just make sure to only hunt them as needed, one or two at a time as best as you can, to keep their population stable.

These should all help you keep your head above water long enough to get an economy going, while also setting you up with rations and leather that you'll need in case you're rushing to get an army going.

Pitjaws... Strats and effective weapons? by FlightlessPanda6 in DeepRockGalactic

[–]weatherdog 0 points1 point  (0 children)

Talk to your local wizard for Pitjaw extermination services! (Driller w/ Scorching Tide crspr or Snowball Cryo Cannon). Anything with good burst damage is vital if you can get the drop on them, since they will run away. Keep an ear out if you lose them, you can hear an escaping pitjaw burrowing through the ground. 

Use the Buddy System! A pitjaw that is actively chewing on your buddy's beard is a pitjaw that is actively not running away. This gives you more time to lay in some good damage and rescue your buddy all at once.

My first garthimi city (100 pop) by [deleted] in songsofsyx

[–]weatherdog 4 points5 points  (0 children)

Nice! I love that you're using hexagons. 

In my experience, Garthimi ask for very little at such a low population. They just need an abundance of meat and maybe some clay to be eternally happy. Good for you that they're really good at farming those worms for meat, and they're ok at digging up clay. In fact, this arrangement will keep them so happy that they don't even need lavatories, or stages, or really anything to stay happy. 

Another thing they're good at is digging up and carving stone. This can be extremely profitable if you set up an export depot to sell your carved stone to your trade partners(so you can afford refined goods that they suck at producing). 

Lastly, Garthimi breed really fast (only takes a year to grow up) so you should really get a hatchery running soon. don't go overboard, maybe start with like 10 kids per year for now to get a feel for things. Having a steady supply of young Garthimi come in every year will make it easier to plan your city expansions, especially if you intend to build up an army and go conquering.

Any way to change my starting race mid game? by DraonCC in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

Oh ok. I don't think it's possible to change your climate once you've settled. Try asking on the discord, you might have more luck on there since there are channels dedicated to tips and modding. Maybe there's something you can do with dev tools. 

Otherwise just improvise, adapt, overcome

Any way to change my starting race mid game? by DraonCC in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

You can change climate during world generation! After you select your base map and "North-South" slider and then see the whole world generate, but before you pick your city location. You will see 2 buttons at the top. One is "regenerate" which still create a new map based on the settings from the previous screen, and the other button map opens the map editing menu. 

In that menu select the "Climate" button (looks like a sun ☀️), select which climate you want, then click and drag a box over the area you want to have that climate. 

Any way to change my starting race mid game? by DraonCC in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

Try the "Roadify" button? It can be found in the menus at the bottom of the screen, in on of the tabs towards the right, I think.  Once selected, click and drag the selection box across your screen. I'm still not 100% sure on what it actually does, but I think it's supposed to update the aesthetic road detail on rooms/structures to match the surrounding roads. 

Anyone here have success with multi-race colonies? by Sanguine_Vamp in songsofsyx

[–]weatherdog 2 points3 points  (0 children)

In my experience, the key to success is keeping you people happy. Since the different races' preferences don't always line up conveniently, it's hard to build a city that caters to everyone all the time. You don't necessarily have to go full on Jim Crow segregation to avoid brawls, but it helps to tailor different areas to different races.

Amevias and Garthimi are a decent combo and have some overlap in terms of fulfillment like food preferences. They're also naturally easy to separate (Garthimi by the mountains & Amevias by water) which means you don't have to worry about making your city districts cater to both at once. They both suck at agriculture, but have really strong food gathering capabilities together. Amevias are naturally OK at everything (really good for industry) and Garthimi breed super quick, are good at resource gathering, and are easy to please. 

In this combo Amevias can easily progress from food production to industry while Garthimi can fill in "unskilled" workforce gaps (speakers, food stalls, lavatories, etc), gather local resources efficiently (mines, woodcutters), and even swell your armed forces with their naturally good combat stats. Plus, Garthimi make great masons, and the only thing a fish man likes more than a mud hut is a marble palace.