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Waste management and repair system


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Can we please have plastic waste, scrap metal and a Recycling building? The idea is simple:

Let's say a cable is getting broken. It will consume fresh metal during the repair process and then drops Scrap Metal in return. The Recycling Center is able to turn the Scrap Metal back into metal, ore, or plastic, depends on what materials broke, perhaps with a small loss of mass too. In the early game you would have to dispose your waste somehow, but everything can be recycled in the late game, once the necessary research has been made. Would be funny to see the garbage flooding my base during that time. Scrap Metal could also be used to build tiles with horrible decor.

I noticed that damaged buildings currently just eat materials silently. It is often the case that you miss the damage messages and Dupes keep repairing stuff again and again, till you notice it or you run out of materials. Before the Jobs got introduced, we had a checkbox for repairs at the priority menu. That was kinda usefull because i didn't had to deactivate Auto-Repair manually for each building.

11 hours ago, SkyNet_65 said:

I noticed that damaged buildings currently just eat materials silently.

I know you said right after this you don't notice, but I feel like that's your fault for not noticing the game's warnings. Notice, don't repair it, deconstruct it. You get all of your resources back, and then just rebuild it.

I know you said right after this you don't notice, but I feel like that's your fault for not noticing the game's warnings. Notice, don't repair it, deconstruct it.

 

This is kindof horribly counter inuitive , tho. I mean if anything, repairing a damaged bulding should be the less costly option than scraping complelelty rebuiling one from scratch

7 hours ago, Smuch said:

 

 

 

This is kindof horribly counter inuitive , tho. I mean if anything, repairing a damaged bulding should be the less costly option than scraping complelelty rebuiling one from scratch

I mean, I think it should be the other way around. If repaired in time no material usage (and make certain things, like wires, get destroyed faster), and if destroyed you lose half your materials you spent building it, whether destroyed or repaired. That encourages fast responses over no responses, and it makes far more sense (repair being "I bent it back into place" and destroyed being "The whole thing's just busted and needs rebuilt")

29 minutes ago, Juicearific said:

I mean, I think it should be the other way around. If repaired in time no material usage (and make certain things, like wires, get destroyed faster), and if destroyed you lose half your materials you spent building it, whether destroyed or repaired. That encourages fast responses over no responses, and it makes far more sense (repair being "I bent it back into place" and destroyed being "The whole thing's just busted and needs rebuilt")

Repairing is automatic, it's not something you respond to.

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