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Duplicant should not go to a place they can't leave


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When there's a power shortage, duplicant can still go to place where a transit tube lead even if the tube access can't sent them back. :20191003171607_1.thumb.jpg.988b64f91a522f81e7dc0adfb356e8db.jpg

 

So the game should check if a duplicant can escape a room before sending him in.

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There's no way for the game to know if power will run out, nor which areas dupes should strive to be. For example it's perfectly okay to be stranded inside the main base, since all the creature comforts are there.

I suspect you have some agency in choosing where dupes are allowed to go. For example your locked room can have a battery inside to supply the exit. When the battery runs out, disable the entrance so dupes can no longer enter the room.

Unfortunately I don't think the transit tube network has all the tools necessary to make it possible. For example there's no transit tube checkpoint, and no real way to disable tubes beyond obstructing their exit points.

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Its not the games fault, you´ve designed your room as a death trap, if power cuts. And as bobucles alrady said, its impossible to prevent such things. What about power overload of circuits, causing the power-loss? 

Its just your job to prevent such things. Make an emergency exit only airlock, and combine it with a smart battery linked to your transit tube access. If battery empty, the emergency exit will be accessible. 

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