Jump to content

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


Recommended Posts

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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. 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...