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As the title say, Mecatronic is just too deep into the tree. Every game whenever I reach around cycle 20-25 and autosweeper is being researched, the only way I can possibly use it is if the starting dupe has access to it (or I recruit a bionic, make it sleep if several days to get the mecatronic booster).

The thing is, autosweeper are really a core par of the game. I wouldn't mind if "advanced mecatronic", like conveyor rack, interstellar launcher etc were a bit deeper but just the basic one...

There's also the issue that its position is at odd with the type of dupe who would actually engage with the task (building). 

It would be great if Klei reconsider mecatronic position in the tree.

Something like 
Building 1 : +2 building
Deconstruction : +2 and ability to deconstruct gravitas structure
Basic Mecatronic : +2 construction, ability to build "basic automation" (Autosweeper Conveyor Loader and Chute)
Advanced Mecatronic : +2 Construction : Ability to use advanced mecatronic (the rest)

 

ty for reading

  • Like 2

I got used to this being far in the skill tree but the thing that irks me is that you need the skill to build all the mechatronic buildings including conveyor rails. It`s so annoying to have 10+ dupes building stuff but only one can build the rail. Honestly the rail an chute shouldn`t require the skill. It would help a lot when colonizing planetoids and delivering stuff via the payload launcher. You can have the building opening the payloads but you can`t get solid stuff out. It`s so annoying.

  • Like 1

Totally agree. All my builder duplicants have Building+Operating combo. Mechatronics skill gives +2 building for a reason. I'd also love to see mechatronics skill being moved into the building branch. 

For all non-builders interest in operating doesn't do much at all. Only generator tuning.

  • Like 2
On 5/31/2026 at 8:08 AM, Shinkarr said:

Totally agree. All my builder duplicants have Building+Operating combo.

On 5/30/2026 at 10:03 AM, Sasza22 said:

the thing that irks me is that you need the skill to build all the mechatronic buildings including conveyor rails.

I often pick one dupe during the initial world creation process that has an interest in Building, Operating, and either digging or Supplying.  Its even better if I can pick one that already has an operating or supplying skill.  If they have interest in more of the skills, then there's less morale need for training them.  Then, once I can finally complete mechatronic build orders...
...
...I set them all to priority 8 so that the ONE dupe that can do it does ONLY that.  Hopefully by that time they have some skill with construction so it doesn't take forever in a year to build each item.  Hopefully.  I'm looking at YOU, Nikola!  Stop eating BBQ and get back to building conveyor rails!

I use DSS to pick my starting dupes. They all start with super-duper digging to get the best morale discount and have three interests, +1 for digging, carrying, and researching. All overjoyed response is set to stickerbomb, stress set to ugly crier, and I also gave them unpracticed artist and kitchen menace. I call them super dupes, because they give the easiest/laziest start to the game and I’m pretty sure if you reset enough times that you’ll eventually get stats like these so it is technically possible.

It's also very annoying that you have to change the work priorities on your operators when it comes time to build automation buildings.  Normally, my operator dupes have no business doing any kind of construction, so that job is deprioritized for them.  Except when it comes time to build a ton of rails, then I need to change their priorities for several cycles until they're done, then they can go back to refining metals, petroleum, and crushing lime.

Same reason I'm annoyed that blastshot production is on a cleaning line. It messes up my dupe priorities to need a tidier to not tidy and instead do operating work.

On 6/22/2026 at 6:39 AM, degr said:

When running new game, as usual I'm spending 10 minutes to roll up a duplicant with mechatronic starting skill. Yes, it should be merged into "construction 3" skill.

Honestly this really is the easiest solution. Your construction pawn is rerolled until they get mechatronics.

I normally just use a bionic for it though. Anything slightly out of range or inconvenient (like intracosmic blastshot needing sweeping of all things) becomes a bionic dupes job

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