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We got a few ways to restrict access to dangerous areas via automation but no way to force dupes out of a dangerous area. So i suggest a new building:

The danger beacon.

You put one in an enclosed room. That room is now a danger zone (new room type). If the beacon is activated (via automation) all dupes are forced to move out of it if possible and can`t access it unless it`s turned off or red alert is activated.

Possible applications: Acces restriction to geysers/volcanoes if temperature gets too high, making dupes evac in that case. Limiting walking through slimelung areas.

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I like this idea of an ( orange blinking and doing an uboot ping sound ) danger beacon, which can be plopped down by the player. Its like the tape the police puts up for a crime scene. Its much more spontaneous and informal, compared to a checkpoint. On the thread title "Danger zones" - I was thinking of ...

Bildergebnis für danger mouse

On 30/08/2018 at 8:35 PM, 1116574 said:

You could implement something similuar with duplicant checkpoint. It wont force them to evacuate, but prevent them from entering.

But if the check point run out of power, they can enter in the room, it will be better to have stop sign when check point have no energy

On 03/09/2018 at 9:21 AM, he77789 said:

The WHOLE point of this post is forcing them to evacuate. Who doesn't know a door has a automation port?

Just kill them, maybe the rest will learn :D

1 hour ago, thewreckedangle said:

surely you mean, the new building should be a type of tile.. like a road.. a highway if you will..

I actually meant a normal building you put on the ground or on the wall. It`s more the new room type it creates that would cause the dupes to leave if it`s activated via automation.

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