MythN7 Posted April 22, 2018 Share Posted April 22, 2018 when you see a guy in the animation of pulling a critter out of a trap. turn red alert on. If the dup carrying the critter bag and decides he has to pee or eat or sleep or get some o2. the dropped critter bag will turn to a roaming wild critter again, making you have to re trap it. turning on red alert will force them to finish the task they are on or die trying lol. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/ Share on other sites More sharing options...
FullMetalArthur Posted April 22, 2018 Share Posted April 22, 2018 Yes, that happened to me prior to ranch update. Poor hatch drowned in nasty green water. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028459 Share on other sites More sharing options...
TheScaryOne Posted April 22, 2018 Share Posted April 22, 2018 I'd really like a little more nuance to our dupes needs, rather than taking off to a job at 99% bladder like they're not about to burst. Maybe work them into the priority scheme so that need "chores" have an increasing priority as the need level gets higher. At 50% they're normal priority, at 95% they're highest priority. That way a dupe who is doing low priority work can stop to go get a bite to eat rather than having to wait for a higher hunger level. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028500 Share on other sites More sharing options...
Arganot Posted April 22, 2018 Share Posted April 22, 2018 *Movie announcer voice* In an asteroid with but one toilet... A dupe must make an epic journey... Traverse unimaginably harsh terrain... All because no one asked... "Do you need to pee before you leave?" In all seriousness, like a real-world construction site, build a "port-a-potty" near where work will be done. Or even have them on major routes through the asteroid. They won't see heavy use, but they will increase productivity. Your asteroid doesn't need to have but one area for toilets. ...should really give that line to Honest Trailers... Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028566 Share on other sites More sharing options...
MythN7 Posted April 22, 2018 Author Share Posted April 22, 2018 27 minutes ago, Arganot said: *Movie announcer voice* In an asteroid with but one toilet... A dupe must make an epic journey... Traverse unimaginably harsh terrain... All because no one asked... "Do you need to pee before you leave?" In all seriousness, like a real-world construction site, build a "port-a-potty" near where work will be done. Or even have them on major routes through the asteroid. They won't see heavy use, but they will increase productivity. Your asteroid doesn't need to have but one area for toilets. ...should really give that line to Honest Trailers... the issue with this is just how badly they can make your guys sick without turning them into full bathrooms you either need plumbing or exo suits / ore scrubbers, because if your using out houses and wash cloths, moving those produced wastes just add to the same problem your putting them there to fix. but instead of them dropping random debris, or in the topic of this forum, critters, they making PD and PW you need to move which they can just drop somewhere adding PO. Also your solution does not fix the issue of them dropping the critter bag thus releasing it back into the wild, it just makes them get to a bathroom sooner. What so are you also saying we should build o2 gens all over and mess halls and food storage and beds? all over so that no matter what they only have a hop and skip travel for ANY of the reasons they could cancel a task order? Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028577 Share on other sites More sharing options...
Kabrute Posted April 22, 2018 Share Posted April 22, 2018 pretty much yeah but instead of a bunch of mess halls, use a clock sensor to limit them to eating at breakfast (just after wake up) and dinner (right before bed) also showers on dinner sensor so they come back to base to get clean right before bed. Its called "Something that works". As for saving 200 plastic on a trap...... build a path, put a button on the other side of a door, so that the morb crosses the door, stops on the button, this opens the door, now they go down into hole, where they hit another button closing the door behind them and opening up the party door below/beside them. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028593 Share on other sites More sharing options...
MythN7 Posted April 22, 2018 Author Share Posted April 22, 2018 5 minutes ago, Kabrute said: pretty much yeah but instead of a bunch of mess halls, use a clock sensor to limit them to eating at breakfast (just after wake up) and dinner (right before bed) also showers on dinner sensor so they come back to base to get clean right before bed. Its called "Something that works". As for saving 200 plastic on a trap...... build a path, put a button on the other side of a door, so that the morb crosses the door, stops on the button, this opens the door, now they go down into hole, where they hit another button closing the door behind them and opening up the party door below/beside them. not sure how that button thing is a solution? I am talking about when you trap something, a hatch, or slickster, and ya morb is included. the issue is when they are in transit in the bag, if that bag is dropped for any reason they turn back into un captured. so you need to re trap them. The hatch is no big deal since you can wrangle them, but as the one guy said, his dup decided to drop his hatch bag on a ladder dropping it into a pool drowning it. All this orig tip was is how to make it so you can force your dup to finish bringing the critter after taken out of the trap to the drop off, without having to re trap the critter. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028595 Share on other sites More sharing options...
Kabrute Posted April 22, 2018 Share Posted April 22, 2018 right, and I'm saying that the bag approach may not necessarily be the best solution but I digress all I was saying was that automation alternatives exist. If someoe is having too much trouble with one approach, spin 180, heck do a spirographic 720 or some such and reorient on the problem from a different perspective. Instead of plastic bags try pathing traps. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028596 Share on other sites More sharing options...
MythN7 Posted April 22, 2018 Author Share Posted April 22, 2018 Just now, Kabrute said: right, and I'm saying that the bag approach may not necessarily be the best solution but I digress all I was saying was that automation alternatives exist. If someoe is having too much trouble with one approach, spin 180, heck do a spirographic 720 or some such and reorient on the problem from a different perspective. Instead of plastic bags try pathing traps. ya you have to do that for the flying guys 100%, but pathing only works if going sideways and down. not up. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028597 Share on other sites More sharing options...
Kabrute Posted April 22, 2018 Share Posted April 22, 2018 actually pathing goes up or down, remember the switchback tile stairs for dupes? works for morbs and hatchs because they like to jump, dreckos will climb up naturally. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028598 Share on other sites More sharing options...
MythN7 Posted April 22, 2018 Author Share Posted April 22, 2018 2 minutes ago, Kabrute said: actually pathing goes up or down, remember the switchback tile stairs for dupes? works for morbs and hatchs because they like to jump, dreckos will climb up naturally. ok, but this seems very complex, not only in build times but refined metal and what not and doors to create check points. when turning on red alert during the animation to the guy pulling the critter out of the trap just makes him run to the drop off without his drop held item trigger going off. The only issue ive found with this is when other dups are forced to work, they might be in an area they can suffocate, and med bay dups are taken off bed rest to work. to prevent this, you could just move all the guys not moving the trapped guy to a room without exit privilege during the few second trip, even travelling from 1 extreme part of map to the other is faster than building a single mech airlock. I can see your way as a good method "instead" of using traps, this solution was for when you use traps how to make sure you dont waste said trap is all. Link to comment https://forums.kleientertainment.com/forums/topic/90052-way-to-not-lose-200-plastic-on-a-wasted-trap/#findComment-1028601 Share on other sites More sharing options...
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