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About PinkyDK

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  1. We have a lot of overlays, however 1 thing I wanted since starting to play is this: I would love a busy-meter - a way to measure how busy my duplicants are... Maybe an overview of the total amounts of dupe-cycles I have in queue or some way to tell me if I have too many tasks compared to my amount of dupes. 3 x Hamsterwheels used with 600w draining would cost me 1½ dupe pr cycle to keep running computers would cost 1-2 dupes pr. cycle depening on priority Taking care of plants would cost 0,05 dupe pr plant pr cycle perhaps Feeding the Mush Food maker would cost 2½ dupe pr cycle Using toilets would cost x Stressed out dupes cost x In total I have base jobs running me so many dupes pr cycle to make everything work and then we have construction, digging and sweeping orders. Might be lots of work but Im sure we can get a solid easy way of showing if we overtask our duplicants instead of wondering how they waste their time - even though Im sure the new update will make them waste less time picking up small amounts of water
  2. Someone will find a way to kill dupes fast - but implemented in a way that won't bug down the game and people might enjoy it as an alternate game mode. If however you only get a dupe every 15-30 minutes players might think twice about rejecting dupes?
  3. I would love to be able to built Signs. So that above my cuts I can build a sign 2 tiles wide and 1 tile tall and write a dupe name on it. I'll be able to label my caves so I can remember what I intended to go there or name 1 power room for what I wanted it to power. Nothing at all necesary however but makes it easier for my memory and could make a base look more awesome. Who wouldn't want a sign above the kitchen saying "Hells Kitchen" or "Fire in the hole"???
  4. Yes, lets see... The doors however will be a hard job to use as my case is about keeping my gardener from delivering to everything BUT the plants and that will be a nightmare to setup.
  5. [Game Update] - 221295

    That would be too easy, Queen
  6. Thank you for the reply - When I wrote my suggestion I honestly thought about wether people would bring it up and I decided not to waste text on it. Locking out dupes with doors are ofcourse a possibility, however making this would be so difficult and time consuming I think it would kill my base while getting settled. It does take time to double up on most fascilities just to make sure specific dudes can do specific tasks. A solution could perhaps also be obtained by combining the harvest-job with fertilization... Shouldn't change the game much - just make it better IMO...
  7. I would love a bottle station / tap valve that can be connected to pipes...
  8. If I want a duplicant to be a gardener I cannot currently get him to fertilize plants without also delivering everything around the base unless I restrict him. Usually it means he will run around doing other things and forgetting his plants... PS. I would also love to use irigation (hydroponic tiles) and switch off the fertlization part...
  9. How about we get to burn gas in gas lamps for light, gas heaters for heat and in general get som good alternate light sources and heat sources that doesn't rely on electricity. Introducing oil could do the same - not because we couldn't use it to generate power and then use electricity but to give variety with pros and cons for each. Like decor is better than normal light bulbs but a slightly increased chance of getting a disease from breathing around it. Also cooking with GAS could be nice...
  10. Well - then a machine that bottles it and use it for making soda or other cool stuff
  11. Here is some additions I believe would make the game stronger and more fun... Small liquid tanks/containers - water, oil, slime and other liquids stored in a 2x3 format used as a storage closer to where liquid is needed. input via liquid pipe. Manual output by duplicants or manually pumped into further piping by duplicant. Usefull to bring liquids to a remote areas and keep a small amount ready even if power runs out for a short time. Manual on/off valves on liquid and gas pipes just like manual on/off switches on wires. Critter traps - 2x2 cage that traps hatches, morbs and other critters. Then release the critter to a location selected by player. Also would love a mechanic to see Pufts and Roaches multiply if fed well to create farms / kennels Electrical ceiling fans to cool surrounding temperature. Compressor to force gas / liquid through pipes even if the vents are in an overpressured area. At a risc for bursting pipes? Electrical directional 2x1 fans to push gas around. A machine that combines chlorine gas with water to create something usefull. Washing powder for clothes or footbaths? A machine that creates Co2 gas from Carbon dioxide and uses it for more stuff - perhaps injecting gold gas into things? Gas lamps and gas heaters. Maybe even a gas cooking station. All running on natural gas. More anti-stress mechanics / machines. Somewhere to get warm and dry socks to remove soggy feet? Conveyor belts or slippery / diagonal tiles to gather critter materials in a smaller area. Furthermore I believe research should be divided into more and smaller areas with fewer items in each and in the end make the research stations usefull - perhaps producing skill-up boosters for dupes. +1 skills or temporary booster pills? Hope a few usefull things got in here. PinkyDK PS the agricultural upgrade is hard - My dupes were stressed out 100% round 8+ and food is a mean challenge... PPS Why would you build farm tiles when you research Hydroponics at the same time?