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Add additional room types +general ideas


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Perhaps such as a research lab

also so an early game way to coax critters in or out of a room shinebugs especially 

also I was thinking that we could use hatches to run on the manual generator like a hamster wheel to generate power to substitute a  duplicant  

could even may be able to rotate the manual generator to hang from the ceiling

and perhaps a way to get to cultivate muckroot, bluff briar, Etc maybe have some medical use

and a medic or doctor job slot for the sick bay. 

A teleporting system would be amazing to get from one part of the base to another. Would likely require a lot of power tho. 

Love submitting feedback ^.^

I really like a lot of these ideas!

Re: hatches on manual generators. I go back and forth on how this would affect balance. The thing about the manual generators is that they're SUPPOSED to suck up dupe time. And hatches already provide power in the form of coal, once you've set that up. It might be an early-game incentive to go ranching though. Ranching takes a lot of time, so it might end up taking longer to ranch the critters than to run the manual generators.

I hate having to kill shinebugs just because they made it into my mushroom farm!

Given the short life cycle of the shine bugs, I always transport the eggs into rooms were they will be safe and out of trouble. 

Usually I put them into rooms that could use the extra decor like bedrooms, rec rooms, mess halls...

3 hours ago, goatt said:

What bonus does kitchen room give?

Food improvement quality would not work, because food is already fixed quality. They would have to introduce a new sort of food for every one like "stuffed berry plus".

But speed improvement would be a thing (to get cooks free tor other tasks earlier)

Also germ removing, because of a dedicated clean area would be possible.

3 hours ago, goatt said:

What bonus does kitchen room give?

Besides speed improvement, maybe certain foods can only be cooked in a room that meets the qualifications.

I like what @SharraShimada said about germ control. I think they're going to eventually re-balance germs anyways (it's pretty much a dud mechanic right now if you know how one or two tricks for avoiding them, at least on normal difficulty), so that could fit into the re-balance.

Dupes who cook in a kitchen could get a morale bonus.

Foods that are cooked in a kitchen could have an additional status effect for dupes.

Alternatively (or additionally), there could be de-buffs for cooking outside of a kitchen. Depends on what contributes to balance most.

13 hours ago, gredalusiam said:

Besides speed improvement, maybe certain foods can only be cooked in a room that meets the qualifications.

I like what @SharraShimada said about germ control. I think they're going to eventually re-balance germs anyways (it's pretty much a dud mechanic right now if you know how one or two tricks for avoiding them, at least on normal difficulty), so that could fit into the re-balance.

Dupes who cook in a kitchen could get a morale bonus.

Foods that are cooked in a kitchen could have an additional status effect for dupes.

Alternatively (or additionally), there could be de-buffs for cooking outside of a kitchen. Depends on what contributes to balance most.

I disagree about eating food cooked in a kitchen, but 100% think it would be cool to give a morale boost to dupes cooking the food. Also totally agree that germs seem busted. I've only been playing a few days and I mastered the germ situation way too easily.

On 2/28/2019 at 5:56 PM, goatt said:

What bonus does kitchen room give?

I would make food prepared in a kitchen one better quality than it normally is..

 

On 2/25/2019 at 2:09 PM, Sardanis said:

perhaps a way to get to cultivate muckroot

A renewable source of spoil-proof food would be nice.

 

On 2/25/2019 at 2:09 PM, Sardanis said:

and a medic or doctor job slot for the sick bay. 

I've been waiting for this for a long, long time.

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