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As part of the tittle says, Would want to suggest deconstructing:

  • Warm coats
  • Snazzy suits
  • Primo garbs
  • Rubber boots
  • Swim suits
  • Oxygen masks
  • Atmosuits
  • Leadsuits
  • Jetsuits
  • Bionic boosters

We have been playing the game withouth being able to get back the materials put into these, so it's not really that important, I have already gotten used to how this works. But would want to suggest being able to desconstrcut the equipment.

Mostly because rubber boots and swim suits are so similar and swim suits are kind of like a better version of rubber boots, It would be nice to recycle the rubber from the boots and use it to make the suits.

And similar to that case this would be so good for oxygen masks and bionic boosters. From oxygen masks you could get back the metal you put into them, and for boosters the same, you could get the microchips back from them.

My suggestion of how this may be able to happen is to add to the stations they are crafted the "de-crafting" recipe into the raw materials.
So an oxygen mask is decrafted in the crafting station, rubber boots, suits and warm coats at the textile loom. And depending of the booster, it being deconstructed in the soldering station or crafting station.

And for the seaquines. When they are milked they loose 50% reproduction but can only be milked at 75% or higher, dunno if that's intended.
(Also the milking animation of the milking station still shows the color of squid ink being extracted instead of the pink from ovolone)

And finally, bionic duplicants can use caviar.

If a Dev is reading this PLEASE don't change it, it's funny, and another benefit from caviar.
The reason I'm pointing this out is that it seems that bionics add the caviar with every powerbank they eat, adding a timer to them so they re-eat caviar in a certain period of time instead of every powerbank change can make them not devour the caviar the colony has.

refined power bank.png

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