Mjello Posted November 29, 2017 Share Posted November 29, 2017 Well this was so not what I had expected for this update. But after making automatic lights, heating and cooling of my dupe base. I really like this update. And use it extensively to optimise power production so it is linked with consumers. Aquatuner turns on, 2 gas generators turn and so on. Very well done :). And offcourse I have myself an automatic airlock. Below is the wish list for everything that we didn't get in the last update. Not much new. Everything is still missing Warm and cold suits could have something similar as exosuit lockers so we can use them for cold areas and warm areas, and they no longer need to be assigned (Make the dupes more sensitive to heat stroke and cold without them) Big dangerous creatures in the deep that require weapons to counter (Like a nest that spawns them) Factory for weapons - automated weapon turrets to guard tunnels against dangerous creatures Radiation biome with nuclear power as a reward Something to use diamonds for (I would love diamond glass ;-)) Leisure area for dupes when they go idle Leisure area thread A chemical factory to make refrigerant gasses weapon components or bug killer sprays (toxic waste as by product - could reprocessed for a small amount of resource usable in weapons) Iron works and aluminium works (Furnace to process ore into higher grade materials for building better stuff like pipes (Plastic is a step up )) Lithium batteries with brine deposits as source (Brine geysir) Salt for food as biproduct. A debuff (- 5% immunity and 10% stress) for grimy and make it a percentage like stamina that goes up depending on what the dupe does (In polluted oxygen, fabricating, digging, idling) When hit 100% grimy and debuff until shower. Make food quality matter please Animal breeding for meat (maybe silk worm) Byproduct silk thread Carnivourous plant Fruiting tree with a nasty bite Research room. We could have an artifact analyzer and an ore sample processor. Provided that we get artifacts to analyze for research offcourse . And the usual research station, supercomputer and something new we don't know about. Link to thread with idea That is all. Keep up the very good work you are doing in making such an enjoyable game. If anyone is curious, have a look at the base file. Lots of stuff there if you want some inspiration. Serenity 14.sav Link to comment https://forums.kleientertainment.com/forums/topic/84872-everything-right-about-the-automation-update/ Share on other sites More sharing options...
Michi01 Posted November 29, 2017 Share Posted November 29, 2017 1 minute ago, Mjello said: Warm and cold suits could have something similar as exosuit lockers so we can use them for cold areas and warm areas, and they no longer need to be assigned (Make the dupes more sensitive to heat stroke and cold without them) They showed the process of designing the exosuit docks a while ago in a stream and one of the earliest concepts looked like a wardrobe that I think would fit quite well for the clothing (I believe that stream is no longer on their Twitch site since it's been a while). The wardrobe building for the clothing could act like an exosuit checkpoint and multiple exosuit docks in one, letting you set a direction in which they will put on suits while also being capable of storing multiple clothing items. Link to comment https://forums.kleientertainment.com/forums/topic/84872-everything-right-about-the-automation-update/#findComment-979283 Share on other sites More sharing options...
Red Truffle Posted November 29, 2017 Share Posted November 29, 2017 6 hours ago, Mjello said: Big dangerous creatures in the deep that require weapons to counter (Like a nest that spawns them) Factory for weapons - automated weapon turrets to guard tunnels against dangerous creatures I think this game not about fighting and killing creatures. Link to comment https://forums.kleientertainment.com/forums/topic/84872-everything-right-about-the-automation-update/#findComment-979380 Share on other sites More sharing options...
Tobruk Posted November 29, 2017 Share Posted November 29, 2017 Very good list of changes. I stand behind each and every one of them. Link to comment https://forums.kleientertainment.com/forums/topic/84872-everything-right-about-the-automation-update/#findComment-979390 Share on other sites More sharing options...
Mjello Posted December 1, 2017 Author Share Posted December 1, 2017 On 29/11/2017 at 10:56 PM, Red Truffle said: I think this game not about fighting and killing creatures. In part I agree. But we lack some enemies if I can use that word. Or you might call it dynamic challenges. We could have a "spiders nest", that spawns spiders, if you crack open its biome. They start attacking eating your base and ressources. This would prompt you to go eradicate the nest. But it might be something very different then having turrets that shoots spiders. Perhaps the nest could be countered by flooding it or something like that. Link to comment https://forums.kleientertainment.com/forums/topic/84872-everything-right-about-the-automation-update/#findComment-979941 Share on other sites More sharing options...
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