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QoL Enhanced Pathology of Play through.


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Watersieves could work in chains to clear the water of food poisoning. Accepting water to remove the germs. 

just a dirt tile in the building menu would be nice. 

Meal lice could grow to the other sticks and in dupe hair

I’d like to see an oil slick dlc where the dupes can slide kindof fast on tile.

Dupes with construction skill and build same building to speed up construction.

perhaps a mixed fuel multi-engine and clarify storage from fuel storage?

worms grow in pure liquid oxygen.

The dupes ai seems short sighted, but obviously developed and designed correctly, honestly the priority menu is a mess, the largest part for me was making sure they have more free time than working time. I just don’t see the dupes idle enough. 
 

consider Microsoft virtual graphics to assist compiling and rendering onto same blocks at least perhaps 

Most games remove the multiple layers around the borders to kindof work like raid-5, at some point and fps improves dramatically. If it’s the same here I’d be stoaked. However I’m very happy with the game thank you. 

On 8/29/2024 at 9:28 AM, LocalHatch2354 said:

Watersieves could work in chains to clear the water of food poisoning. Accepting water to remove the germs. 

Aka make chlorine completely useless

 

On 8/29/2024 at 9:28 AM, LocalHatch2354 said:

just a dirt tile in the building menu would be nice. 

Yes. But a) there's a mod for that and b) it's pretty easy to do without the mod, knowing the right mechanics. IMO it should be at least a little hard to pull off.

 

On 8/29/2024 at 9:28 AM, LocalHatch2354 said:

Meal lice could grow to the other sticks and in dupe hair

I don't see a world where it is relevant or follows at least some matter of balancing

 

On 8/29/2024 at 9:28 AM, LocalHatch2354 said:

Dupes with construction skill and build same building to speed up construction.

there aren't that many buildings with slow construction, and dupes will probably spend more time travelling back and forth.

 

On 8/29/2024 at 9:28 AM, LocalHatch2354 said:

I’d like to see an oil slick dlc where the dupes can slide kindof fast on tile.

On 8/29/2024 at 9:28 AM, LocalHatch2354 said:

perhaps a mixed fuel multi-engine and clarify storage from fuel storage?

worms grow in pure liquid oxygen.

The dupes ai seems short sighted, but obviously developed and designed correctly, honestly the priority menu is a mess, the largest part for me was making sure they have more free time than working time. I just don’t see the dupes idle enough. 
 

consider Microsoft virtual graphics to assist compiling and rendering onto same blocks at least perhaps 

Most games remove the multiple layers around the borders to kindof work like raid-5, at some point and fps improves dramatically. If it’s the same here I’d be stoaked. However I’m very happy with the game thank you. 

Is this a machine translation? Worms?! Please elaborate. I don't know what Microsoft virtual graphics is and neither does google. Dupes don't idle enough? Why should they?

On 10/5/2024 at 8:20 PM, SpomJ said:

1 - Aka make chlorine completely useless

2 - Yes. But a) there's a mod for that and b) it's pretty easy to do without the mod, knowing the right mechanics. IMO it should be at least a little hard to pull off.

3 - there aren't that many buildings with slow construction, and dupes will probably spend more time travelling back and forth.

1- Yeah if anything I'd like to see more use out of chlorine and sulfure.

2- Actually I do think they should introduce a legit way to do it. This like infinite storage feel more like an exploit. Naturally grown plant still have hefty downside, growing 4 times slower and require loads of space + pip, I don't think that making the soil itself should require some trick exploiting the game's logic. The issue isn't that it's easy/hard, it's that any new players trying to discover the game by itself will most likely not figure this out whereas absolutely everything else can be figured out alone. Even a spom (not an efficient one but a SPOM nonetheless) comes off quite naturally as you play.

3- I think it's more of a problem when a dupe with low construction starts building something which takes time instead of one wth a high construction. Litterally happened to me yesterday, one of the farmer had litterally nothing left to do and decided to take this building errand. (My fault for not setting it on X) but the point remains, not a pressure feature but it wouldn't hurt.

Not sure about the worm part either...

4 hours ago, Cmagik said:

3- I think it's more of a problem when a dupe with low construction starts building something which takes time instead of one with a high construction. Literally happened to me yesterday, one of the farmer had literally nothing left to do and decided to take this building errand. (My fault for not setting it on X) but the point remains, not a pressure feature but it wouldn't hurt.

Regarding this one, I think more continuous tasks should follow the research station logic. Do task until either you have something more important or there's someone that wants to do it for you. Not just construction, but also manual gens & such.

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