ONIaddict Posted December 9, 2024 Share Posted December 9, 2024 Similar to an atmo suit check point, a booster checkpoint would have open slots where a duplicant would equip any boosters in a dock when passing through the checkpoint and put their boosters down when they go the other way. has the possibility to go hilariously wrong. Link to comment https://forums.kleientertainment.com/forums/topic/162155-building-idea-booster-checkpoint/ Share on other sites More sharing options...
Gurgel Posted December 9, 2024 Share Posted December 9, 2024 4 hours ago, ONIaddict said: has the possibility to go hilariously wrong. While I do not see a need, that argument definitely has merit. Link to comment https://forums.kleientertainment.com/forums/topic/162155-building-idea-booster-checkpoint/#findComment-1772385 Share on other sites More sharing options...
gigamoi Posted December 10, 2024 Share Posted December 10, 2024 I think those would be potentially hell to efficiently code given the current errand system. Link to comment https://forums.kleientertainment.com/forums/topic/162155-building-idea-booster-checkpoint/#findComment-1772763 Share on other sites More sharing options...
ONIaddict Posted December 12, 2024 Author Share Posted December 12, 2024 On 12/10/2024 at 12:42 AM, gigamoi said: I think those would be potentially hell to efficiently code given the current errand system. i wouldnt code in any changes to priority or job availability at all. if your colony collapses because your dupe doesnt know he can ranch that is also hilarious Link to comment https://forums.kleientertainment.com/forums/topic/162155-building-idea-booster-checkpoint/#findComment-1774648 Share on other sites More sharing options...
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