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PickPay

Clothing ..micromanagement ?

17 posts in this topic

I haven't seen anyone mention this. I made different outfits but can only assign 1 piece per Dupe... Are you really supposed to dress/undress them all the time depending on the job they might do next ? If so I find it too much trouble... Am I missing something ?

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You can use doors to only allow specific dupes access to hot or cold regions.

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Thats an idea thanks. I'd rather not have to micro manage Dupes though.

What if they have to go through a cold biome and then a hot one ?!

Also I noticed the "Chilly environment" debuff despite the Dupe wearing a Warm Sweater... :/

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To be honest, this outfit thing is rather useless, for now, nevertheless it has potential, if we could automate where and when they change clothes, like entering hot/cold/water/outer space areas only with the proper outfit either with an area manager (maybe like Rimworld) or with an appropriate setting in doors.

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and it decay too right?

or is it a bug?

i notice after i don't know how many cycles, my dupe cloth are gone, and i have to reassign them.

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4 hours ago, Zervo said:

i notice after i don't know how many cycles, my dupe cloth are gone, and i have to reassign them.

Known Issues:

  • Equipped outfits will often disappear

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10 hours ago, PickPay said:

Thats an idea thanks. I'd rather not have to micro manage Dupes though.

What if they have to go through a cold biome and then a hot one ?!

Also I noticed the "Chilly environment" debuff despite the Dupe wearing a Warm Sweater... :/

This is a colony simulator.  So managing your dupes effectively is kind of a huge part of the game.

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Snazzy suits, snazzy suits everywhere 

4 people like this

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How much stuff do you need to make an outfit, I have like 77 of what I need but it says I need 5Kg, don't know the conversion rate

 

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On 20/03/2017 at 0:08 PM, Destros09 said:

Snazzy suits, snazzy suits everywhere 

This. :D 

1 person likes this

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On 20/03/2017 at 0:47 PM, Ecu said:

This is a colony simulator.  So managing your dupes effectively is kind of a huge part of the game.

Yeah, and this part could be fun or tedious depending of how it's done. At the moment i feel that there is something missing about how to manage clothing. Maybe a way to allow passage in some area only if they have the right cloth could already help.

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On Monday, March 20, 2017 at 7:08 AM, Destros09 said:

Snazzy suits, snazzy suits everywhere 

It's the only thing I do

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6 hours ago, Lumina said:

Yeah, and this part could be fun or tedious depending of how it's done. At the moment i feel that there is something missing about how to manage clothing. Maybe a way to allow passage in some area only if they have the right cloth could already help.

Spacesuits boys. Spacesuits.

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I would like all dupes to come with a standarized red uniform and i would like to be able to choose the color of the snazzy suit so i can dress my dupes depending on their job, for example....

But i must say that in my ~700cycles base, i didnt make any clothing cause stress was not a problem at all (and snazzy suit didnt differ from starting clothing!)

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Ren is equipped for max stress environments and provides 100 decor bonus.

tuxren.png

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On 4/19/2017 at 6:11 PM, Moggles said:

Ren is equipped for max stress environments and provides 100 decor bonus.

tuxren.png

Pretty good photoshop job.

Ren prefers shaken, not stirred. Except he calls it "shaRen"

 

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