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More decor, construction, and behavior variations


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These are just some general ideas for some things I thought of while playing that might make gameplay more visually interesting and hopefully aren't too difficult to code :) :

  • more variety for paintings (several variants for masterpiece, quaint, crude, so you don't end up with a room full of colonalisas, still-lifes etc.)
  • mobility hazards (certain surfaces can be slippery when wet or can cause duplicants to trip, sometimes causing them to drop things or risk injury, makes mopping up excess water more important. possibly also a clumsiness trait that makes certain dupes more susceptible)
  • separate animation for the medical cot when a dupe is sick instead of injured, and possibly also variations based on how injured they are (it seems silly for a dupe to wear casts when they have a cold or are barely hurt)
  • more options for base storage and construction (better storage compactors, ladders etc that improve decor instead of lowering it)
  • overlays for other gasses besides oxygen
  • more sustainable farming (last harvests have a slight chance of dropping another seed so a plant can be replanted)
  • world border that's more asteroid shaped/uneven, maybe even chance of exploring nearby asteroids

 

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1 hour ago, mf99k said:

mobility hazards (certain surfaces can be slippery when wet or can cause duplicants to trip, sometimes causing them to drop things or risk injury, makes mopping up excess water more important. possibly also a clumsiness trait that makes certain dupes more susceptible)

There's enough babysitting already due to bad pathfinding and mopping is tedious enough with all that manual re-applying (there is no "keep this area mopped at all times" command).

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4 minutes ago, Coolthulhu said:

(there is no "keep this area mopped at all times" command).

Mop command should at least stick around a few seconds after the dupe is done to make sure no water sloshes back into that tile.

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4 minutes ago, Coolthulhu said:

There's enough babysitting already due to bad pathfinding and mopping is tedious enough with all that manual re-applying (there is no "keep this area mopped at all times" command).

It depends. My dupes usually don't have too much difficulty with pathfinding and I only really mop up polluted water unless something's flooded since the dupes usually just collect any freshwater lying around and use it for stuff.

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