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Posted (edited)

On the screenshot the checkpoint is set to 'Clearance: Always' (check the status information on the checkpoint). With this setting dupes are allowed to pass the checkpoint even if there's no empty dock, and then they drop their suits on the floor. Only 2 suits are available to exit the rocket, so the remaining dupes get stuck inside. Change it to 'Clearance: Vacancy' by clicking the button (what you click becomes the active setting) and dupes should enter only if there's an empty dock available.

Edited by Knurek

Ahh... I have argued before that the clearance-always setting, at best, swaps one problem for another. IMHO it really should be, if not removed from the game, demoted from the default.

6 hours ago, Gurgel said:

I remove the checkpoint when rockets are docked and reconstruct it in space. There seems to be no real other approach to this.

Seems a bit drastic, no? The clearance-vacancy approach is a real approach that really works. The price you pay is low throughput on low-occupancy modules, since number of dupes inside is limited by the number of docks. TBH on interiors with 3+ docks I wouldn't care to mitigate this issue. But there are mitigations:

  • mod-free, automate the checkpoint by the space location sensor, turning it off some ~40 seconds after the rocket reaches planetoids where it should be left off. This usually is the sweet spot of giving enough time to the crew to leave suited, while turning off before any haulers from the planetoid resupply the storages in the rocket. The time might need tweaking depending on rocket speed and depth of the rocket platform.
    • The one way this approach fails me if a crew member is asleep during landing. The checkpoint turns off before they leave, so when they do, they get a blast of rocket exhaust to the face. Manual suit drop and assignment is enough to fix it, possibly with a module-recrew command to recall the dupe immediately.
  • also mod-free: long term, the only reason non-crew dupes need to go into the module is to resupply storages. If possible, you could make storages available to dupes who are still in suits, and therefore don't need to unsuit. My 4-dupe banquet hall is an extreme example, but a 1-cell setback for the checkpoint already gives a boarded dupe access to at least 3 storage tiles without needing to unsuit.
    Spoiler

    https://cdn.forums.klei.com/monthly_2026_05/image.png.b95a961aa57d4171fcd81edb37661554.png

     

  • If mods are fair game, there's Auto Suit Delivery, which causes suit docks to issue suit-supply errands automatically (after a configurable delay). This makes the clearance-always mode actually usable, and an interesting alternative which reduces the number of docks you need per crew member. I haven't tried this is a "full playthrough", but in a quick test in a debug map it works well.
  • Like 1
Posted (edited)

They have a weird choice for where to eat, somehow my dupe in the base at the bottom map picked up their food (at that bottom base of course with a great hall), and go to eat on a great hall on the top of the map. Building a mesh table for every single dupe and assign to them is a choice but i want to use the communal table, which can't be assigned  ...

I think set the suit checkpoint to "Clearance: Vacancy" should limit the amount of dupes can go to eat in there and at least they won't be stuck.

Edited by MinhPham

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