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This will also make the "disable building" function completely obsolete. And so, no more need of a duplicant errand to disable a building. :-/

 

It may be great to plan construction, but you can just think of what you want to build in an unreachable area.

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5 hours ago, Gwido said:

This will also make the "disable building" function completely obsolete. And so, no more need of a duplicant errand to disable a building. :-/

Just like disabling access both ways through a door makes the "close door" funcion obsolette. At least disabling a building would work for pumps or other non operated buildings.

5 hours ago, Gwido said:

It may be great to plan construction, but you can just think of what you want to build in an unreachable area.

You can do it like that of course but why not have an option to plan it ahead and not have to worry about it being done if they can accidentally reach it? It doesn`t hurt anyone to have more options. Just give us a status effect on the planned building saying "priority 0 - will not be worked on" so we know why it`s not touched.

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56 minutes ago, Sasza22 said:

Just like disabling access both ways through a door makes the "close door" funcion obsolette. At least disabling a building would work for pumps or other non operated buildings.

Not wrong. :D

But honestly, if duplicants need to comme to disable buildings or set a new value on a filter, I think all modifications should be made by duplicants ... or none of thoses. ;) 

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On 18.8.2019 at 1:22 PM, Gwido said:

Not wrong. :D

But honestly, if duplicants need to comme to disable buildings or set a new value on a filter, I think all modifications should be made by duplicants ... or none of thoses. ;) 

Then why can you replace basically every "disable building" manual interaction with a clock sensor wired to the building? Just change the slider from 100% to 0% and the building is also decativated without any intervention. It's more tedious at the moment, but completly possible.
Priority 0 is also not the same as disable because it does not stop consumption of power or other input for example. The priority system just assignes tasks to the dupes.

For example you have a oil well and you want to prevent your dupes from releasing the gas but still produce oil (until it stops from overpressure of gas). Not possible at the moment without walling it in, blocking paths and whatnot. Just tedious. Set the prority to 1 and 3 minutes later you wonder why your crops stop growing. Wall it in and build a way around it just increases commute times unnecessarily.

It's basically the same problem as controlling an egg cracker with automation. Sure you can do it, but calling it elegant; I don't know man. It could be so smooth.

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On 8/18/2019 at 12:25 AM, Gwido said:

This will also make the "disable building" function completely obsolete.

Plenty of buildings do not have priorities yet may need to be shut down. Automation does more to make the "disable building" option pointless than a "do no touch" priority could possibly manage.

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