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Critical Micromanagement QoL Changes


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During my last few playthroughs I found that I was able to enjoy the game the most up until you reach space and/or magma. These suggestions have most likely been brought up before but I'd like to bring to attention what I think would be amazing changes for late game playability.

 

1. Option to disable dupe delivery to buildings.

This way we won't have to seal off auto-sweeper areas with locked doors. It's generally just really terrible to have dupes take over the job of an auto-sweeper from across the map, and it only gets worse once they start using tubes to do that which just end up wasting both labor and energy. I'd be really happy if this alone was added because it'd enhance the late game by so much.

 

2. Critter grooming filter on ranching stations.

As in being able to specify which critters can or can't be groomed at which ranching station. The main reason why I want this is to let shine bugs roam more freely without them taking precious ranching time time away from other critters. Even with closed doors this can become an issue, not to mention shine bugs can't even be wrangled as a solution.

 

3. Temperature filter for storage compactors.

Helps material sorting and heat management, but also helps localize sweeping to some extent which brings me to my next suggestion...

 

4. Range filter for storage compactors (and possibly any building that requires delivery).

TBH I'd be pretty happy with either #3 or #4 being implemented. With a massive base, logistics can be a serious mess with everything being free range so I think this MAY help with these issues.

 

Thanks for reading! The QoL1 upgrade seemed promising so I'm looking forward to the next ones :)

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