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Does anyone else kind of hate exosuits? I find them super fiddly and annoying to use (production chain to build them, tons of specialized infrastructure, often awkward to site them where you need them) and then they're only truly necessary in a tiny range of situations. Maybe on harder difficulties you need them for slime, but on normal I've only wanted them for a few highly specialized jobs. 

The checkpoint-based control scheme for them is a pain in the butt too. I usually just dig out huge swaths of the map when I'm working outside my base rather than narrow tunnels. Sometimes it would be nice to get dupes to wear them for extended work in a cold biome, but it's not like I have a single checkpoint going in there. I crack the whole thing open along one side.

It would ease the micromanagement burden if I could paint areas as requiring suits, or something. Maybe set criteria for dupes to seek out and put on a suit (going into areas with body heat loss/retention above some threshold, e.g.). The other protective clothes could also use some help in that regard; I'm not going to waste time putting a sweater on a dupe who's working in the cold biome one moment when they could be digging for oil the next. Let them worry about what clothes to wear, I've got other stuff to do.

I think exosuits are a bit cheaty to be honest, because they're so good. I'm not gonna lie, I doubt I use them how they are intended to be used because if I do use them I keep my dupes in them at all times:

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Not only do your dupes not need to worry about oxygen, ever, they do not have to worry about heat, wet feet, sopping wet, or diseases either. I pump in 60c oxygen into them and can cool the area to 30c with only 2 wheezeworts while the dupes run around at 37c (and dont care about their temperature).

While they have all these great benefits, you can also throw a snazzy suit under it so they get the decor bonus alongside the power of 20 warm sweaters... plus you get +10 digging.

Also, the last thing I do is to train them as exosuit engineers as long as their athletics is high: 20-6 is still +140% runspeed and I will keep them like that until I sort out the grilled mushrooms.

If you want to push it further: you don't really need beds for the dupes because they will have the oxygen with them and bladder doesn't increase. While the -1 athletics for "sore back" can be an issue early on, it saves your dupes the long haul back to their beds.

28 minutes ago, Supraluminal said:

Does anyone else kind of hate exosuits? I find them super fiddly and annoying to use (production chain to build them, tons of specialized infrastructure, often awkward to site them where you need them) and then they're only truly necessary in a tiny range of situations. Maybe on harder difficulties you need them for slime, but on normal I've only wanted them for a few highly specialized jobs. 

The checkpoint-based control scheme for them is a pain in the butt too. I usually just dig out huge swaths of the map when I'm working outside my base rather than narrow tunnels. Sometimes it would be nice to get dupes to wear them for extended work in a cold biome, but it's not like I have a single checkpoint going in there. I crack the whole thing open along one side.

It would ease the micromanagement burden if I could paint areas as requiring suits, or something. Maybe set criteria for dupes to seek out and put on a suit (going into areas with body heat loss/retention above some threshold, e.g.). The other protective clothes could also use some help in that regard; I'm not going to waste time putting a sweater on a dupe who's working in the cold biome one moment when they could be digging for oil the next. Let them worry about what clothes to wear, I've got other stuff to do.

Exosuits are single handedly the best boost to productivity you can give to your colony!

 

They don't simply protect you from Slimelung but make Dupes immune to scalding and hypothermia.

 

On top of that they don't need to breath anymore which is a gigantic boost in efficiency since Dupes no longer run back and forth to oxygen bubbles. This also allows you to simply ignore any atmosphere outside your living rooms which saves huge amounts of algae or water for oxygen production. Oxygen distribution becomes much easier too since you only have to supply Exo-Docks which ignore the temperature and germs in the oxygen. On top of that your Dupes no longer produce CO2 which can be a pain in certain situations.

 

Next, exosuits seriously prolong the Dupes bladder increase which reduces idle time on the potty.

 

Another buff is the +10 to digging which makes mining Abyssalite a cakewalk, even for badly skilled Dupes.

 

However, I haven't even touched on the most powerful advantages coming from exosuits: Stress reduction.

Those little suits completely negate any stress coming around for being cold, hot, low on oxygen, sopping wet or popped eardrums. If you think water airlocks are powerful, then try them with exosuits. You never want doors for anything anymore. Your Dupes will never need to use the recreational room which saves you a huge amount of idling time.

 

It might seem that exosuits waste a big amount of time with their setup and the athletics debuff, but once you have a +3 food source you can train everybody in exosuit engineer which completely removes the debuff and gives you +2 athletics. Once you have this set up, exosuits are kind of broken because how good they are. Forget anything else you do to keep your Dupes alive outside the base because it simply isn't even worth a comparison anymore. The time you save from not idling for breathing, potty duty, med-bay visits and most important stress relief is just astronomical.

Give them another shot. Exosuits are worth it.

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