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[Suggestion] Puft Logistics


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TLDR:

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Allow pufts to be tied to a lure. This will allow players to lure away that 1 dense puft from the main puft herd. Among other things.

 

So long story is that I'm a fairly new player, this is my 4th fort, I have 18 duplicants and I'm 341 cycles in. I basically use pufts  in different sections of my fort to clear out polluted oxygen (At first I managed to get 10 of various types).

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As such I have created a lure highway system, to herd the pufts from one end of the fort to the other. I do this by activating lures and deactivating them manually to do the herding. While I do this I also have to be actively opening doors and closing them while the herd passes through. I just started ranching, and it would seem great to have small dedicated ranching rooms all over the fort for different purposes. However this is where I've run into the main problem I'm facing, and that is separating the different types of pufts so I can use my lure-herd highway system and get the pufts where I want them.

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My personal opinion is that this change gives that little extra player agency that pufts are missing. All other pets right now boast of capture methods and specific dropoff points, and this tie method would give just enough control. The main idea I have so far is set puft specific traps that must be set up next to lures. These traps require plastic and are one time use only to maintain another plastic sink in the game and be consistent with other trap methods. Also this method does not oversimplify puft logistics.  

Hopefully you'll find this type of feedback useful. Cheers.

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https://forums.kleientertainment.com/forums/topic/97661-suggestion-puft-logistics/
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4 hours ago, fredhp said:

Currently i think puff capture is bugged

Pufts can be auto wrangled when you put a critter dropoff nearby. You just set it to zero critters and auto wrangle. It works just fine. Pufts will get wrangled so you can move them somewhere else.

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