miauly Posted August 11, 2019 Share Posted August 11, 2019 So I was thinking how do I avoid overcrowding wild pacus, and went to check how many tiles disqualify a space as a room. I remembered that I got there on my previous bases, but did not remember the number. Turned out I have no idea what makes a room at the moment. For some reason, space is counted as a room and a small cavity is not. Can someone help me with a criteria? Do you keep wild pacus from the pod in the latest patch, how do they fare? Link to comment Share on other sites More sharing options...
nakomaru Posted August 11, 2019 Share Posted August 11, 2019 I think your second image answers the question. Here's mine. I have been keeping my pacu in around 25C water for 17000 cycles so far. They work out alright but gulp fries can die to heat, which would be solved by keeping the water between 10-25C. Link to comment Share on other sites More sharing options...
miauly Posted August 11, 2019 Author Share Posted August 11, 2019 5 minutes ago, nakomaru said: I think your second image answers the question. Here's mine. So you keep your pacus in a "space" room? I'd much prefer a "more than 128 tiles no room" place, if I could understand how to get one. Or is it a bug that this cavity does not constitute as a room? My images are from the same debug map and taken at the same time. Link to comment Share on other sites More sharing options...
nakomaru Posted August 11, 2019 Share Posted August 11, 2019 Yes, my wild pacus and voles and hatches just sit around in the expansive "main room" which is massive and can support more creatures than I am willing to suffer the performance hit for. I'm not sure you should read too much into the "no room" tooltip. Everything is a room as far as critters and dropoffs are concerned. Just drop em in there and you can keep whatever the size is divided by 12 (iirc) number of critters in without getting cramped. Link to comment Share on other sites More sharing options...
Sasza22 Posted August 11, 2019 Share Posted August 11, 2019 Actually there never was a max. It just didn`t show the size above a certain point. I remember somebody putting 160 slicksters in a room connected to space via a waterlock without overcrowding. Link to comment Share on other sites More sharing options...
nakomaru Posted August 11, 2019 Share Posted August 11, 2019 33 minutes ago, Sasza22 said: Actually there never was a max. It just didn`t show the size above a certain point. I remember somebody putting 160 slicksters in a room connected to space via a waterlock without overcrowding. There is no such notion as "connected to space". It is only ever the number of continuous tiles. Link to comment Share on other sites More sharing options...
Sasza22 Posted August 11, 2019 Share Posted August 11, 2019 6 hours ago, nakomaru said: There is no such notion as "connected to space". I meant the space biome. There`s still a lot of open space in there. Link to comment Share on other sites More sharing options...
nakomaru Posted August 11, 2019 Share Posted August 11, 2019 2 hours ago, Sasza22 said: I meant the space biome. There`s still a lot of open space in there. Okay then. Link to comment Share on other sites More sharing options...
bzgzd Posted August 26, 2019 Share Posted August 26, 2019 I also noticed this "feature". To me it seems that developers where a bit lazy here and because critters use room size for some functions, when there is critter or egg it will change "No Room" into any size miscellaneous room. With incorrect buildings and plants numbers. In debug just spawning one egg into "no room" : When it is proper room (max 128) it has correct numbers for buildings or plants. Spoiler Link to comment Share on other sites More sharing options...
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