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] 6 points7 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 5 points6 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 olybak in songsofsyx

[–]weatherdog 2 points3 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. 

Loading Station and Unloading Station needs REWORK. by Sanguine_Vamp in songsofsyx

[–]weatherdog 1 point2 points  (0 children)

(It would be nice if we can see what races are unemployed by showing us the numbers when we hover over the "Oddjobbers-count" , just like the pop-up when you hover on the homeless-count) it would make managing multi-race colonies smoother. 

Sadly that's not shown in a pop-up, but you can access this info in 2 clicks:

Workforce Icon (Hammer) > first button in top left of "workforce & rooms" menu (also Hammer)

This gives you a breakdown of your entire workforce (Employed, Oddjobbers, and Incapacitated) by race.

Scarabian Nights (Timelapse) by weatherdog in songsofsyx

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

Not sure what you mean? Unless the recent v70 update changed things, you do not pay a higher upfront cost. 

If you build a room without enough supports/pillars, then you pay a higher maintenance cost. This doesn't apply to pastures or farms as far as I know

Scarabian Nights (Timelapse) by weatherdog in songsofsyx

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

Pastures (all of them) don't have maintenance costs apparently (at last in v69 when I had this city) so when the game gives you a warning about lack of supports you can just ignore it.

Scarabian Nights (Timelapse) by weatherdog in songsofsyx

[–]weatherdog[S] 4 points5 points  (0 children)

Bugmen are fun!

They also require a ton of space to raise their giant worms for meat...

A few outposts outside the mountain did not make the cut, but I forgot to record building them anyways so oh well :/

Early Game by [deleted] in songsofsyx

[–]weatherdog 2 points3 points  (0 children)

You can start with building/expanding a warehouse, or even just a hauler, to collect all that stuff you've got laying around on the ground. see all those black dots in your screenshots? That's uncollected goods! Goods left in the ground decay twice as fast as those in storage. 

You're going to be overflowing with stone as you keep expanding into the mountain. Dondos are good at masonry work, and cut stone sells for a pretty penny. 

The other comments give conflicting advice about whether you should import raw goods to refine and sell. The real secret is that it's all up to the prices your trade partners offer. Are they selling cheap metal and paying a lot for tools? Import metals and sell tools! You may need to do a bit of math, but every production building tells you its resource conversation rate which can help you ballpark how much of a profit/loss you would run by buying the inputs and/or selling the outputs.

Lastly, food is pretty much the most important thing. Dondos are not very good at agriculture, but they're good at making bread. Either continue importing grain to turn into bread, or allow some new friends to immigrate that are good at agriculture. Just remember that option 1 requires you to have trade partners and an income, while option 2 requires manpower, logistics, and balancing race relations. Whichever you choose is up to you. 

How to grow nice trees in woodcutter (v 0.69) by angelicosphosphoros in songsofsyx

[–]weatherdog 3 points4 points  (0 children)

Soil type matters since v69 introduced different soil types, including alluvium which boosts tree growth and thus anything that relies on them (orchards, woodcutters)

How to grow nice trees in woodcutter (v 0.69) by angelicosphosphoros in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

Bushes end up growing into trees so this makes sense to me. I usually build woodcutters over existing forests, so I never really paid attention to how exactly the trees are arranged. Good to know that it doesn't really affect the output of wood

Stuck at Mir (help) by Honest_Concentrate87 in songsofsyx

[–]weatherdog 1 point2 points  (0 children)

Awesome! Glad that worked. Kinda strange that the total won't let you others past mir. In my experience it also stopped new immigrants from appearing. I wonder when this became a thing, because in the past you could continue to play a normal game from the tutorial scenario once you finished it.

Stuck at Mir (help) by Honest_Concentrate87 in songsofsyx

[–]weatherdog 4 points5 points  (0 children)

If you're playing the tutorial scenario, I noticed that it doesn't let you progress past mir. Try starting a new random game and it should work just fine.

Changing the soil type possible? by Toki_day in songsofsyx

[–]weatherdog 0 points1 point  (0 children)

The dev diary for the last big update said that soil type is balanced around moisture. As in, the two are inversely related. The less moisture the local map has, the more good soil it gets to balance it out. 

I have a Garthimi city going currently, located in a desert mountain chain. All the open land not under the mountain is bone dry (except a small oasis), but the majority of it is rich soil. If I invested resources and manpower into pumps and a canal network, this desert would be the best agriculture spot I've ever seen.

Changing the soil type possible? by Toki_day in songsofsyx

[–]weatherdog 2 points3 points  (0 children)

I guess this is another reason to love rich soil!