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I think a training machines sort of idea would be useful for ONI.

The machines will train a dupe's skill without the dupe needing to be forced into certain jobs while being operated. Dupes will use the machine instead of being idle or if assigned to it.

Each machine would train a different stat, with different needs, for example:

Athletics could be trained by a treadmill, which would require a small amount of power.

Learning could be trained by a bookshelf, which has no needs.

Construction could be trained by a sort of building simulation or good-old building blocks.

 

If the devs want to add it, there could also be a system where duplicants will train the skill currently being used a lot (such as training digging while there's lots of digging or construction for lots of building).

Another thing- Immunity can't be trained for obvious reasons.

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You can already train dupes very easily by just letting them do different jobs. The only thing that's missing, is to have the manual generator train dupes' athletics skill. I think strength might also not have a way to train it; I haven't really paid much attention, though.

The issue with training dupes by having them do jobs is that as the jobs get farther away from your base, it begins to take longer and longer to actually train the skills.  Also, some jobs, like research, completely dry up and can never be trained again.  I kind of like the idea of training or idle rooms, where dupes hang out and train while they wait for new jobs.  I believe these concepts have been discussed before.

Strength can not be trained by anything.  It is static like immunity.

why ugly crier?  Also, the training should be less effective than actually doing the jobs.  I just want my dupes to do something rather than be idle.  Or be able to develop skills in safety.  Or at least congregate in a well oxygenated room with good decor.  I had a colony recently suffer horribly because everyone decided that the farms were the prime hangout destination and depressurized it and then got all stressed when the food ran out.

Ugly crier is the negative trait which causes me the least problems. Yes, it affects other dupes, but it produces clean water, and they're not breaking anything, making polluted oxygen, polluted water, natural gas, or anything else which also affects other dupes (by wrecking the base) but which are just much worse.

I find stress vomitters to not be a threat, as if I can catch them quickly, I can move them before they do anything and send them to the sewer where I dump my polluted water from bottles and have them do their thing there.  You can also have the floor of your base be 2 layers of mesh tiles and have a screen of water so that the pollutes water doesn't produce any po2 if they vomit to the bottom of your base.  You also don't need to worry about the added stress of soggy feet.  Honestly, I use mesh tiles everywhere so that I do not have to worry about mopping and the O2 is always well distributed.   I also usually massively overproduce food (to the point where I actually overflowed the calorie counter at the top of the screen with over 2000000 Calories by cycle 100), so binge eaters are not a threat either.  Pretty much all I worry about is the destructive, as they drain resources and can break walls.

Also, aren't those traits what you want to go for anyway?  Because you can already train the other stats (other than learning).  Why would training rooms change the play style so much if they were slower than actually doing the job?

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