Zarquan

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  1. I wonder if this is a similar selection issue to my inability to order a dupe to go in to a rocket using the Move To command. It would definitely be nice if I could do that.
  2. I think it is more odd that the Thermoregulator has storage to begin with. Seems unnecessary. If you break the output pipe, it can trigger this more and cause it to act as an infinite storage machine, but it only releases if it is being fed material. I think aquatuners and thermoregulators should release any material they are holding even when disabled or unpowered or have an empty input pipe. Because I definitely get buildup in my aquatuners sometimes.
  3. I think the point is that this mass did happen in his colony. Part of this is a mass multiplication bug. He compressed the water in his water asteroid and it caused some kind of error that caused the mass of water to skyrocket.
  4. I was watching my dupes build a complicated steam turbine room when I noticed that they delivered 600 kg of steel to a liquid pump. I think this was triggered by cancelling a build for a steel liquid valve nearby. Is this a known bug?
  5. Surprisingly, it isn't risky at all. I have never had a dupe die in this chamber due to the automation.
  6. Yes, but I don't have any source of reed fiber. Plus I personally try to limit how much I use exosuits because I find they do too much.
  7. Yes, but this complexity hits you whether or not you know the terminology to describe it. Scrolling down menus to set specific different permissions on every door is a major hassle.
  8. I was playing ONI (spaced out), when I realized one of my supposedly stable colonies with a surplus of food production was starving. Apparently, there was a spill or ice melt and all my dupes were constantly sopping wet, but I was unaware of this because I hadn't looked at this colony in a long time. The colony was falling apart, with destructive dupes breaking tiles everywhere (breaking infinite gas storage and morale rooms) and binge eaters constantly binge eating. Given the state of the colony at this time, this stress was to be expected. However, there were no warnings at all from the game that this was happening until I got a starvation warning, meaning it is almost certainly too late to save them. The only "concern" from the UI was "breathability," which was absolutely not a problem. I can't constantly be looking at all my colonies This could all have been prevented very easily with a simple mop command, but I had no warning that there was a problem that required my attention. I would like the ability to monitor the stress (and other statuses) on all my asteroids from the main UI from any asteroid. It would be nice if I could get warnings if a dupe gains too. I have multiple ideas for what this would look like: The stress icon on the top of the screen says max stress on asteroid also shows max stress overall. I get an alert whenever a dupe on any asteroid is approaching max stress (~95%). I get an alert whenever a dupe's stress gain is above a threshold. I get an alert for Binge Eater or Destructive dupes no matter what they are doing.
  9. I think it would be nice if there was some indication on the main menu after I save the game to show that the game actually saved. Perhaps a text box saying save successful. Sometimes, I forget whether I actually saved or not so I save more than once.
  10. As far as I can tell, this is on a per dupe basis, rather than a per skill basis. I have to select every dupe who can do it on every device rather than saying a certain type of dupe can be selected (e.g. dupes with some flag I can set on them or dupes with a certain flag). This makes it an N*M operation to change permissions. I spend way too much time on controls like this, including doors. My ideal would be that I have a list of groups I can add dupes to and have controls based on that.
  11. Perhaps a ladder above the refinery for supply access. Suppliers don't need to be in the same position. I wish I could have access control by skill.
  12. Yeah, the cold abyssalite gap is a feature of the standard flipped asteroid, but I thought the gap defeated the point of having a magma biome above you, so I went in to the map generation files and removed it from my game. I now must deal with the magma in some reasonable way before I go to space. I drained the magma on one half of the map to the other side of the map to be used later. I am already using it as a heat sink for my metal refineries.
  13. But I am playing on a flipped asteroid with no teleporters. Flipped asteroid has no thimblereed and no dreckos, meaning I don't have atmosuits until I go to space and get it. To get to space, I had to deal with the magma, which requires working in a vacuum. Technically, I'm playing on a custom map which I made larger and more varied, but I did specifically leave out important resources missing on the Flipped Asteroid.
  14. They don't mind. I have 11% stress right now using this system (on fatalistic)