scaldinghotcarl Posted April 2, 2019 Share Posted April 2, 2019 So here goes... I see that QoL 3 release date is approaching and I decided to put some time into the game over the weekend. Here's an example. The game is slow. I have vacuum areas to alleviate some of the maths the game has to do. There are transit tubes that run through this area because despise all of our begging they still haven't released a proper airlock. But I digress. Can you make dupes not drop **** when they're in these tubes? It really works against having a vacuum area with bottles of polluted water off gassing. k thanks Then there's this. Compost accepting manufactured materials, and basically everything else. It's the second largest cross over in history because it's happening to the conveyor loaders too and then it ends up at the end where it can't be dealt with. No thanks to not having a 'empty storage' option either. Moving on. The game was better before the shove voles. Problem: too much regolith. Solution: a critter that eats some of it and defecates it out in an un-dug tiles that will emtomb devices and prevent their operation. Why not just make less regolith? That solves more than one problem. Since you added it and allowed it's use as a filtration medium can you address the sieve/deodorizer thing? And the overlay for the deodorizer don't change that to the oxygen overlay. Seriously. Don't. The DO removes PO, which is a breathable gas so it shows up as blue on the overlay. Which doesn't help me place it and actually is misleading that it's selected. If I want to place it I look for green gas. Disco night? Another compost screen shot. I checked several of them and they have all accumulated something more than rot and polluted dirt. Oh look...the exosuit not doing the whole no bathroom thing. Aside from the fact that nothing is preventing them from going and using a bathroom or one of the many outhouses that I have scattered around. This was super fun to clean up. DOn't Yup. Told you it was prevalent. She got stuck up there and pissed on the floor. That's how I found her. Even after the time it took to clean up (a dupe auto-mop mode maybe?) she didn't leave her perch and I had to ALT + Q her down. Guest appearance by David Blaine. Never fell. Just stayed there. Also an ALT + Q. The level indicator is still wrong on the liquid reservoir. Which should have some automation. And be rotatable. Why does the smart storage bin need power? Can you make the carpeted tile give us back the reeds, or is that intended? There isn't any other building that destroys materials so I'm going to go ahead and call that a mistake. Transit tube access. Can we rotate this so we can join from below? Not everyone likes it on the top. Horizontal pneumatic doors don't prevent things from falling through them. Critter drop off was displaying 74/20 critters. I'm guess they're lost forever since they didn't appear when I deconstructed it. Dupes in jet suits seem to go out of their way to not go back to the checkpoint. Which makes using them even more difficult. Can you allow the tepidizer to rotate? It might be a niche for what I was doing, but why not? As if you didn't have enough to work on these are things that shouldn't have made it this far, and can be found and duplicated rather quickly and without much effort. If someone new starts playing this and doesn't know why these things are happening then they might get turned off. Thanks for listening to my rant. Link to comment https://forums.kleientertainment.com/forums/topic/104489-pre-qol-3-megadump/ Share on other sites More sharing options...
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