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Biobot story trait needs more qol features


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When the biobot you make walks into hot area (as it often does) and heats up to over 1000C you cant do anything to prevent it from melting all your lead buildings and liquids. You cant manually move it to a specific spot, you cant deconstruct it early, you cant control it manually, you cant do anything but watch as it slowly walks towards your liquid lock and is about to melt it.

They should add controls to move the biobots to a specific spot (like duplicants) and/or a way to deconstruct / disable one early as a last resort if its causing too many problems and/or the ability to configure doors to allow/prevent biobot access

PS this game is really cool

2 hours ago, DarkBrick said:

When the biobot you make walks into hot area (as it often does) and heats up to over 1000C you cant do anything to prevent it from melting all your lead buildings and liquids. You cant manually move it to a specific spot, you cant deconstruct it early, you cant control it manually, you cant do anything but watch as it slowly walks towards your liquid lock and is about to melt it.

They should add controls to move the biobots to a specific spot (like duplicants) and/or a way to deconstruct / disable one early as a last resort if its causing too many problems and/or the ability to configure doors to allow/prevent biobot access

PS this game is really cool

Preventing bot access on doors would be great...

Does the checkpoint work on them?  You could build a water cooling spot.

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