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Duplicant traffic control


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I feel like we could use more ways to control how dupes move around our base. Door perimssions are good but they got limits. We could use a bit more stuff:

Single file gate - a simple structure that creates a small delay each time a dupe passes through forcing them to walk single file. This could be useful in some scenarios to keep dupes from walking stacked.

No fly cone - a 1x1 structure that creates a barrier above itself that doesn`t allow dupes to pass even when flying. Can be rotated and put on walls.

Counter gate - automation structure sending a short signal each time a dupe passes it in one direction. Could be build over transit tubes as well.

Transit tube door - basically a way to add access permissions to a branch of the tube network.

Transit tube bridge - pretty self explanatory.

Control gate - a door with a scanner that detects materials marked as forbidden or ones with a temperature to high or too low and tazes the dupe making it drop the carried stuff. Could be also set to force dupes to unequip atmo suits.

'Control gate - a door with a scanner that detects materials marked as forbidden'

I always wanted this feature for doors, simply have a UI that you select mats that can pass through the doors - this might be hard to implement depending on how pathing is done, but it would make many many things less PITA lol

9 hours ago, squanter187 said:

'Control gate - a door with a scanner that detects materials marked as forbidden'

I always wanted this feature for doors, simply have a UI that you select mats that can pass through the doors - this might be hard to implement depending on how pathing is done, but it would make many many things less PITA lol

I love that idea. Alot!

On 10/9/2023 at 7:53 AM, squanter187 said:

'Control gate - a door with a scanner that detects materials marked as forbidden'

I always wanted this feature for doors, simply have a UI that you select mats that can pass through the doors - this might be hard to implement depending on how pathing is done, but it would make many many things less PITA lol

I like this idea too! Would even be great if we could set up such door to detect other type of trigger on material, like temperature. The number of time an dupe broke a damn liquid lock just because the 1600°C igneous rock was a bit closer than the 20°C one...

On 10/9/2023 at 1:53 PM, squanter187 said:

simply have a UI that you select mats that can pass through the doors - this might be hard to implement depending on how pathing is done

That`s why i suggest to force the dupe to drop it. Then the system could pick up the dropped debris and put it into a conveyor rail so the dupe can`t pick it up again.

I would really love a tweak to the duplicant checkpoint that makes it so it somehow preserves errands on the other side of it even when such is no longer accessible. Making it so locking doors doesn't destroy errands would single-handedly enable actual airlocks in the game, and make it a lot more fun for me. Waterlocks can be cumbersome, even in their most simplified form.

On 10/12/2023 at 1:17 AM, Primalflower said:

I would really love a tweak to the duplicant checkpoint that makes it so it somehow preserves errands on the other side of it even when such is no longer accessible. Making it so locking doors doesn't destroy errands would single-handedly enable actual airlocks in the game, and make it a lot more fun for me. Waterlocks can be cumbersome, even in their most simplified form.

Somehow the checkpoint works this way but I've yet to get it right. Somehow you don't exclude the door access bit have them stop based on room conditions. Also takes forever to vacuum out.

10 hours ago, cyberwarlord said:

Somehow the checkpoint works this way but I've yet to get it right. Somehow you don't exclude the door access bit have them stop based on room conditions. Also takes forever to vacuum out.

It works this way but locking door behind it breaks the errand. The struggle is to preserve the errand and keep the doors locked so a dupe doesn`t open it from the other side and at the same time minimize the size of the room so it can be vacuumed in a reasonble time.

On 10/11/2023 at 8:45 AM, Pproy said:

I like this idea too! Would even be great if we could set up such door to detect other type of trigger on material, like temperature. The number of time an dupe broke a damn liquid lock just because the 1600°C igneous rock was a bit closer than the 20°C one...

The other solution for this that comes to mind is forbidding certain items to be interacted with. While we have 'sweep only' containers it would be nice to designate certain items as 'do not touch' to give another level of control, and the implementation if this should be rather trivial. Just an idea based on many times I wish I could do such thing in game lol

 

Edit- btw the 'move' command is a god send, very much appreciated this when i saw it recently

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