Hi Klei. I love you.
I have tried the same map for more than 10 times, and I played it pretty stably for the last 9 times or so.
I created a new map with same seed yesterday, and the supplying errands are kind of off.
For example, I set 2 "Manual Generators" to priority 6. This way, the Engineer will always do this errand first, and any dupes with no priority errands will come run on this generator. So it never goes to 0 battery, or even less than 50%, for the whole time until Coal Generator is set up. However, today, the battery went dead. (There were no urgent errands at the moment)
Also, the Engineer dupe is not locking or opening the door for soooooooooo long that I had to put priority to 9 so that pip would not escape to the unknown.
Also, I set building a ladder to priority 9 so that any dupes available will come and build it, but no dupes came until the Architect was available after the night shift of his.
I keep my dupes stick to their unique roles. Architect has the highest priority on Building, Engineer has highest priority on Operating, Miner has highest priority on Digging and etc. All the other errands are usually set to default.
However, when you set any errands to priority 9, other dupes will come and help(which can sometimes be unhelpful because they slow thing down). This is how I managed dupes priorities pretty stably without having any trouble with 8 dupes for more than 500 cycles.
However, it feels like there has been some kind of balance fixes with errands recently. The dupes really don't do what they are expected to do, and it's slowing down everything. Is there any explanation to this?
It is not a bug or crash. but just balance issues. The dupes does not follow the priorities well as before.
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