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Impossible to use critter traps effectively


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It seems that critter traps are utterly useless. My dupes go down and pick up the trapped animal and start carrying it to its destination, but inevitably on the way they get hungry/need the toilet/go to bed/whatever *and just drop the damn animal on the ground*! I've lost 3 traps so far trying to get a single slickster to my enclosure. Am I missing something or should I just debug-teleport the things and forget about these useless traps?

22 minutes ago, Giltirn said:

It seems that critter traps are utterly useless. My dupes go down and pick up the trapped animal and start carrying it to its destination, but inevitably on the way they get hungry/need the toilet/go to bed/whatever *and just drop the damn animal on the ground*! I've lost 3 traps so far trying to get a single slickster to my enclosure. Am I missing something or should I just debug-teleport the things and forget about these useless traps?

Seems more like a problem with distance traveled than the traps themselves

It's true a dupe will drop any item if it has a body need

Best way to fix this is to activate the alert while picking up trapped critters, dupes ignore their own needs when the alert is active 

You need to catch the moment the dupe picks up the trap and immediately start a red alert to prevent dupes getting all retarded.

Traps and incubators are horribly designed. I hope Klei won't leave them in this atrocious state.

I tried trapping a slickster in the oil biome and my trap melted into naphtha before anyone came to pick it up. Then I had to spend a cycle building mesh tiles and mopping up the naphtha on top of the oil lake I was pumping.

Would appreciate a slight increase to plastic's melting point while we're at it. Or make the traps not melt in some other way at least.

Well, there comes a suggestion for devs:

- creatures in a bag (i.e. picked up by a dupe) should stay in the bag and be completely immune to environment (I lost some critters because dupes dropped them in water);

- or make an option to automatically activate alert mode when dupes do some of the tasks;

- or, well, teach dupes to not drop things in wrong places (pick things with them, or finish fetching jobs before doing special stuff, or something else, I don't know);

But an issue is known for a long time, so I guess devs know about it x)

6 minutes ago, avilmask said:

- or make an option to automatically activate alert mode when dupes do some of the tasks;

What would be nice is if you could affect the threshol at which they panic for air, and also make it that you can designate a time to poop etc

2 minutes ago, turbonl64 said:

You can be automating access to bathrooms.

Yeah, but the problem is if a dupe sleeps in, they will not make it to the toilet, and eventually it could go out of sync, plus you have some dupes who hav e small bladder etc

Just now, turbonl64 said:

I usually automate it so they are open at the beginning of the cycle and at the end of the cycle, so that's doable in that way. I personally avoid choosing dupes with a small blatter, although I guess it can be managed.

I like to have them for that extra boost in production ;)

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