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The other day I wondered - how is "clearance: always" on checkpoints supposed to be used? The wiki mentions that this is useful for bases with multiple checkpoint exits, but IME this just results in all suits eventually getting dropped and docks ending up empty without player intervention. No supply errand is generated by the dock. Am I missing something?

It think it could be interesting to, when clearance-always is enabled on the checkpoint, make the docks request suit immediately after it's taken out (as opposed to current situation, when it happens on player action and on duplicant returning in a worn suit):

  • rocket interiors in SO could be made with 1-2 docks even for 3-4-duplicant missions.
  • large bases can also rely on smaller number of docks, replenished by a sweeper

Looking at the recent communal table addition in U57 and the parallels (huge rows of mess tables replaced by 1-2 communal tables), maybe we could get a new dock building with this advanced functionality?

Then I could go from this:
atmo-docks-1.png.c4630bd549aea54dc101bc3a4961f214.png

to this:
Screenshot_20251230_144453-1.png.fddee26de686ad516f4cb6d521cf6ab3.png

I see no reason to go looking for ways to give this setting its own gameplay niche. it exists in the first place, and is enabled by default, to eliminate the need to micromanage dupes when you're adding or removing docks, as many new players get confused as to why their dupes are trapped when they have a clear path to the base.

Edited by PowerPowerPower
  • Like 1

I've had a look in the workshop and llunak's mod "Auto Suit Delivery" does exactly this: https://steamcommunity.com/sharedfiles/filedetails/?id=2982985962, after configuring the delay to 0 from the default 600.

 

8 hours ago, PowerPowerPower said:

it exists in the first place, and is enabled by default, to eliminate the need to micromanage dupes when you're adding or removing docks, as many new players get confused as to why their dupes are trapped when they have a clear path to the base.

I don't get it. How is supposed to get used in those cases? Permanently or temporarily? Because I see it as an emergency rescue when a suited dupe is stranded outside at best, not a long-term solution. Manually removing a suit from docks seems much more straightforward and less error-prone. And I don't even see how it helps in the situations you propose:

  • If I'm adding docks, there's nothing to manage. Build dock, have suit delivered or click leave empty if adding to a re-suiting station, done.
  • If I'm removing docks, how does clearance always eliminate micromanaging? I don't remember having to reduce number of docks at a checkpoint but the intended way seems pretty straightforward - remove docks from the end, which are unlikely to have suits taken out to begin with, and if they do, remove a suit from the remaining docks for every dock with a suit removed. If there aren't suits left, bring the dupes into the base (and/or ask yourself why you're removing the docks in the first place).
  • If I'm removing an entire checkpoint with all docks, I ensure no one can leave through the checkpoint so all suits are returned, then block passing in either direction (or outright brick up the entrance), before deconstructing everything.
  • If I'm adding an entire checkpoint, build docks, or a piece of automation wire over the checkpoint's port, before the checkpoint itself. 

If I were to use clearance I always when doing these, I do in fact have to micromanage - count suited dupes outside the base and ensure there's exactly that many free docks before switching back to clearance-vacancy. And I have to do this, because AFAICS, clearance-always does not work long-term, it strands dupes in the unsuited area, rather than outside.

Its enabled by default. for a new player putting down suits for the first time they can add and remove docks without risk. If you're experienced enough to know what clearance: vacancy does and enable it then you'll also be aware of the risk of dupes getting trapped and be able to account for it. 

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