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Pufts - Please make serious changes


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Dear Devs:

Please remove the puft prince from existence, and allow us to use pufts in at least some fashion besides being nothing but utterly aggravating and kill on sight. 

As it stands you can't even manually wrangle them into position because you can't set specific quantities of each type in the Critter Drop-off.  Now, if you were to, say, allow us to set it to (1 puft prince) and (11 squeaky pufts) this could be a useful change.  However, I'd honestly just prefer to see the entire mechanic go away.  It's more awkward and aggravating than it is interesting or fun.

- Thank you.

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It makes me sad. Puft ranching is the only ranching type that has an interesting twist to it and is`t just a "provide proper food and temperature" scenario. If only pufts were more effective, like doubled gas intake and 95% efficiency for all morphs (well maybe 50% for the prince to keep the flavour).

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8 minutes ago, Sasza22 said:

It makes me sad. Puft ranching is the only ranching type that has an interesting twist to it and is`t just a "provide proper food and temperature" scenario.

It's only interesting on paper. In practice, if the implementation was good, it would only mean "you need more than one puft in a ranch" because the dupes would keep prince/regular numbers balanced. But the implementation is bad so it means "avoid pufts if you can, try to overpower the egg rate to breed only denses otherwise".

54 minutes ago, Alfons100 said:

Maybe it depends on something really weird, like Decor?

Decor is a bit too dupe-centric. My ideas:

  • Consumed slimelunged pO2 makes regular puft eggs, clean makes squeaky (get it?), flowery makes dense
  • Spending time in pO2 makes regular, in chlorine makes squeaky, in O2 makes dense
  • Presence of mushrooms makes regular pufts, bristle blossoms make dense, balm lilies make squeaky
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5 minutes ago, Coolthulhu said:

 

Decor is a bit too dupe-centric. My ideas:

  • Consumed slimelunged pO2 makes regular puft eggs, clean makes squeaky (get it?), flowery makes dense
  • Spending time in pO2 makes regular, in chlorine makes squeaky, in O2 makes dense
  • Presence of mushrooms makes regular pufts, bristle blossoms make dense, balm lilies make squeaky

The germ idea sounds fun, requires actual manipulation of bacteria. Though it'd be really difficult to manage. The "They need presence of certain plants" sounds the most plausible in my opinion. The plants would need to be alive so there's still some challenge to it.

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Ranching in general feels like it's deliberately setup to be very finicky and a micromanagement hell.  You can't automate egg cracking or slaughtering in a useful way, it's all or nothing.  There's no way to control which eggs get cracked.  You can't automatically move eggs between ranches without autosweepers and out of reach bins.  If you don't constantly cull extra eggs or critters you end up with huge penalties.  You cannot control which critters are automatically wrangled if you do use the ONE tool the game gives you for making ranching convenient.  You can't choose a number of eggs to put in an incubator and it has an annoying tendency to keep incubating eggs even if you uncheck the repeat order box.  You can't queue up eggs of different critters to be incubated.  Flyers cannot be automatically moved once they hatch.

Everything that's convenient feels like an accident, or something you're using to exploit the game.  Like incubating every single egg so that the critter is automatically processed to the correct ranch/drowning room, leaving your adult breeders untouched to keep laying.  Or putting in a complicated set of memory gates and critter sensors to allow access to an egg cracker only when you have more critters than you need, just pray that they crack the eggs one at a time rather than moving all of them into the egg cracker room first.  Or you just stick the extra eggs inside a bin and use the loss of viability to crack them instead just because it's simpler.  There's also isolating the eggs you want to hatch in an inaccessible place for the 20 cycles they need, while cracking the rest so you don't get the cramped status effect and they keep laying more eggs for food.

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We always come back to the same issue : dropoffs should have a more accurate setting.

First, each dropoff should only count the selected critters. For example, currently, in a room with dreckos (glossy and regular), any dropoff set only for glossy drecko will look at all types of critters (even shine bugs or pufts) instead of just looking for the glossy dreckos. :-/

 

If this small modification could be done, the whole ranching would be much more interesting. We could then set up rooms for 4 pufts and 1 prince puft, because one dropoff will count the regular puft, and the another one will inform duplicants if there's more than 1 prince puft.

 

Add to this the many times requested checkbox to wrangle only older critters, and the ranching would be quite perfect. :) 

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Ranching system needs to be remade only because of 1 reason - oni is about NOT micromanaging, while ranching is micromanagement hell.

Problem about ALL ranching stuff in this game - there is VERY little margin and all assumed to work in perfect conditions... thats bad, life is not perfect.

Puft prince increases chance of other critter types appearing is lame - he needs po2 while other puft types dont ant still get solid chance of puft prince arrival. Puft prince in non-livable enviroment appearance is lame.

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3 hours ago, vovik said:

Ranching system needs to be remade only because of 1 reason - oni is about NOT micromanaging, while ranching is micromanagement hell.

Problem about ALL ranching stuff in this game - there is VERY little margin and all assumed to work in perfect conditions... thats bad, life is not perfect.

Puft prince increases chance of other critter types appearing is lame - he needs po2 while other puft types dont ant still get solid chance of puft prince arrival. Puft prince in non-livable enviroment appearance is lame.

A recent patch did so that Princes can breathe any Puft gas.

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Pufts got a huge buff with a recent patch. Princes consume any gas, consumption increased, and all puft types yield 95% consumed mass.

However, this doesn't fix the fundamental frustration blocking puft farming, that airborne critters are speshul and don't want to be able to be lassoed into a room, and pufts in particular demand particular gasses and all emit things that then offgas, causing a slow and steady loss of mass unless you have a complicated system to take it up, with gases you primarily acquire (except oxygen) from those offgassing materials present in the world to begin with.

On 7/24/2019 at 6:27 PM, DarkMaster13 said:

Ranching in general feels like it's deliberately setup to be very finicky and a micromanagement hell.  You can't automate egg cracking or slaughtering in a useful way, it's all or nothing.  There's no way to control which eggs get cracked.  You can't automatically move eggs between ranches without autosweepers and out of reach bins.  If you don't constantly cull extra eggs or critters you end up with huge penalties.  You cannot control which critters are automatically wrangled if you do use the ONE tool the game gives you for making ranching convenient.  You can't choose a number of eggs to put in an incubator and it has an annoying tendency to keep incubating eggs even if you uncheck the repeat order box.  You can't queue up eggs of different critters to be incubated.  Flyers cannot be automatically moved once they hatch.

Everything that's convenient feels like an accident, or something you're using to exploit the game.  Like incubating every single egg so that the critter is automatically processed to the correct ranch/drowning room, leaving your adult breeders untouched to keep laying.  Or putting in a complicated set of memory gates and critter sensors to allow access to an egg cracker only when you have more critters than you need, just pray that they crack the eggs one at a time rather than moving all of them into the egg cracker room first.  Or you just stick the extra eggs inside a bin and use the loss of viability to crack them instead just because it's simpler.  There's also isolating the eggs you want to hatch in an inaccessible place for the 20 cycles they need, while cracking the rest so you don't get the cramped status effect and they keep laying more eggs for food.

Yep. Drecko ranching is one of the most stress-free if you've got a decent dirt supply, cause you just toss in some farm tiles, wrangle in the dreckos, build a hydrogen trap up top, and enjoy all the fiber and plastic you'll ever need...but even then, it ends up with these same serious issues and people design crazy setups where you send extra dreckos to a subroom to starve to death at shearing stations. Also, eggs and meat together just completely trivialize calorie generation so what little you do get working suddenly means that farming for food is irrelevant. Ranching needs to be less finnicky, but have a compensatory lowering of output yield (but not pufts, because dear lord, even buffed, they really aren't that impressive) in general.

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7 hours ago, Nebbie said:

 

However, this doesn't fix the fundamental frustration blocking puft farming, that airborne critters are speshul and don't want to be able to be lassoed into a room, and pufts in particular demand particular gasses and all emit things that then offgas, causing a slow and steady loss of mass unless you have a complicated system to take it up, with gases you primarily acquire (except oxygen) from those offgassing materials present in the world to begin with.

 

Can't they just do that the Airborne Critter Bait will capture the critter and then allow for Wrangling them, it'd make it so much easier. However, we can just steal an egg from a Puft to start a ranch, but it'd help al ot to be able to do that.

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Dreckos do not trivialize anything because of the super slow metabolism.

shove voles could use a mega nerf in their calorie generation.

As for eggs a sensor would solve. " i have a very simple automation for them too literally 1 critter sensor linked to sweepers set at 1 number less than the max critters the room can have".

Pufts are ok now for its niches.

Slicksters could get a buff into co2 consumptiom not necessarily to oil production too but maybe yes to that too.

Hatchs and variants, all fine :).

Rust biome needs a metal critter.

Ice biome needs its own critter too and a new plant decor plant. " plant not necessary but a critter that likes to eat sleet wheat would make sense".

 

 

 

 

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