Kaelos Posted October 17, 2017 Share Posted October 17, 2017 Inconsistencies 1. Hydroponic plot tooltip reads "may be rotated before installation", but later "requires upwards orientation" to work. 2. Water cannot be accessed from plumbed fixtures such as sinks. 3. Brushes allow planning with resource deficit until another brush is selected; after that, you cannot re-access the brush to plan further. 4. Duplicants will be cheerfully entombed by their own handiwork or other duplicants. Checking for tile obstructions before completion seems a reasonable alternative to homicide. 5. Unlike other electrical outlets, wire bridges do not produce a clicking noise when met with a connecting wire. QoL Improvements 1. Improved or upgraded tools that reach 1-2 tiles further. 2. All chest storage options show up at build time to avoid re-checking headaches. 3. Pressure overlay for intuiting plant growth requirements from surrounding terrain and optimal atmo switch settings. 4. Given that the density of gases seems to be taken into account for realism, I expected water to behave "correctly" (move faster when draining.) This lead to some early planning and priority mistakes. 5. An option to set default priority for each task would be useful, even as part of the options menu. Tasks or situations that require switching between brushes can be infuriating when re-prioritizing is needed each time you switch. Remembering the last priority set for each task would be nearly as useful. 6. In lieu of (5), having the default priority start at 1 rather than 5 would be useful. Currently to maintain low stress, it's necessary to de-prioritize every square as you plan your expansions. Link to comment https://forums.kleientertainment.com/forums/topic/83062-inconsistencies-qol-improvements/ Share on other sites More sharing options...
LeadfootSlim Posted October 19, 2017 Share Posted October 19, 2017 Definitely agree on priority 1 being the default and toggle-able default settings. To add my own two cents, have Dupes dock their exosuit in an empty slot even if it's not the dock they originally took the suit from. I attempted to build an airlock at either end of a slime biome, but found my dupes would simply discard their suits if they didn't go in through the correct door. Link to comment https://forums.kleientertainment.com/forums/topic/83062-inconsistencies-qol-improvements/#findComment-964746 Share on other sites More sharing options...
The Plum Gate Posted October 19, 2017 Share Posted October 19, 2017 On 10/17/2017 at 5:49 AM, Kaelos said: 2. Water cannot be accessed from plumbed fixtures such as sinks. Obvious solutions are obvious, I agree. But what exactly are you needing bottled water for? - currently, the only reasonable mid to late game use for delivered water is the occasional algae terrarium - and these can be partially submerged in water - so delivery to them can be done via valve-checked water drain. They still need to be primed with an initial delivery of water...which I think is a bug or bother worth noting. On 10/17/2017 at 5:49 AM, Kaelos said: 2. All chest storage options show up at build time to avoid re-checking headaches. there are potentially 100 or more storable items, only the ones your dupes have access to can be chosen outright, they're hiding a good many of them already simply because there's no use for them. Having all of what's available in the current sim set would be nice - but this is currently hard coded into the storage lockers' settings - they must manually add the entries, which means that when they do add entries, it's because there's a use for them. (which is why diamond can't be stored right now). So simply unhiding all of the minerals and metals based on what's been put on the map would be great. adding the other categories would be nice too. Link to comment https://forums.kleientertainment.com/forums/topic/83062-inconsistencies-qol-improvements/#findComment-964765 Share on other sites More sharing options...
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