Yushatak Posted October 2, 2018 Share Posted October 2, 2018 It seems like destructive duplicants almost always go straight for the deoxidizers, which then causes more problems due to the low oxygen stress that can lead to in some situations. I was wondering if this is a pattern that others observe, or if it has something to do with the way I play? It would make sense if they were all over or if the duplicant was interacting with one, but it seems like they either stop to have their fit next to them or wander over as soon as they get mad much of the time. Their second favorite is tiles, lol. Link to comment https://forums.kleientertainment.com/forums/topic/96062-destructive-duplicants-always-go-for-deoxidizers/ Share on other sites More sharing options...
Saturnus Posted October 2, 2018 Share Posted October 2, 2018 If you have any, they go for small batteries first, then deoxidizers. If you play on fatalistic then keeping a small battery or two as a primary punch bag may end up being worth it. Link to comment https://forums.kleientertainment.com/forums/topic/96062-destructive-duplicants-always-go-for-deoxidizers/#findComment-1089745 Share on other sites More sharing options...
Coolthulhu Posted October 2, 2018 Share Posted October 2, 2018 In my bases, there aren't many vertical tiles, so mad destructives usually end up punching mesh tiles, which don't seem to take any damage. Link to comment https://forums.kleientertainment.com/forums/topic/96062-destructive-duplicants-always-go-for-deoxidizers/#findComment-1089748 Share on other sites More sharing options...
Yushatak Posted October 3, 2018 Author Share Posted October 3, 2018 4 hours ago, Saturnus said: If you have any, they go for small batteries first, then deoxidizers. If you play on fatalistic then keeping a small battery or two as a primary punch bag may end up being worth it. I was starting to suspect a hierarchy - that's good to know. I can do that with iron and be sure they won't continually beat the crap out of copper things late game if something goes awry, heh. I only make tiny batteries for early research and then stop using them entirely since they make more heat for less charge capacity, and hold less charge for the same amount of metal to boot. They're basically not worth using for the most part as far as I can tell. The only advantage they have is that they're more compact, but usually I do a large central battery array so that doesn't help in my scenario. 4 hours ago, Coolthulhu said: In my bases, there aren't many vertical tiles, so mad destructives usually end up punching mesh tiles, which don't seem to take any damage. Well as you can see in that screenshot, I put two ladder/pole combos from top to bottom on each side of the printer as the arteries of the main part of the base. These end at the top and bottom of the habitable biome, then go to airlocks with a single ladder/pole combo to the top and bottom from the airlocks. This works well until people drop things down huge parts of the ladder/pole system or puke/pee in it (can't tell you how many times the water supply just happens to be under the ladders early game too), lol. Link to comment https://forums.kleientertainment.com/forums/topic/96062-destructive-duplicants-always-go-for-deoxidizers/#findComment-1089812 Share on other sites More sharing options...
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