Kasuha

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About Kasuha

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Oxygen Not Included
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  1. Massage table is a job for the duplicant and it will do it according to the priority set to the table compared to priorities of other available jobs. Personally I use priority 8 for massage tables and only very few other things have such high priority (I don't use priority 9 except in emergencies such as entombed dupes).
  2. It should be working that way. Are you sure you don't have an additional element to it, such as binge eater acting and stealing the food from them?
  3. Okay it certainly is possible. It's a bit vague - what is microtask - under a second, half a second, tenth of a second? It will change with increasing skill values. How far off the way can it be? How many can a dupe pick on the way to something bigger? Won't players be upset about dupes doing such microtasks instead of coming to do right away what they planned at high priority? How big will extended pathfinding have on game's performance? And finally, will it be worth the effort spent on programming the function?
  4. It's not working exactly that way. Dupes don't have a task queue. There's one global task queue and dupes pick their tasks from that when they're done with previous tasks. They pick their taks by priority (from highest to lowest) and by proximity if the priority is the same. This means a duplicant may pass by a task to be done if he's after another, higher priority task, or if another duplicant already picked this task and is on his way to do it. In the next release, there will be a slight improvement that when a duplicant picks a task, he may "steal" a task to be done from another duplicant if it's the highest priority closest task for him and he's closer to it than that other duplicant.
  5. I think it's better to create one thread per idea than to create a megathread with a mix of ideas and discussions. Reading through pile of text attempting to find ideas hidden in it is boring and inefficient, a well named thread with a brief and clear description of the idea has much better chances of getting attention of a dev scanning the forums.
  6. I think it's too early to start tightening up the game's difficulty as many things that will be behind difficulty in the final game are not implemented yet. For instance I believe that in final game, research will not be matter of first few cycles, and a player will have to live with "temporary" solutions for a number of cycles before research of better technology is finished. How many intermediate stages there will be and how long each of them will be depends a lot on how many things are there to research.
  7. Thermal comfort

    Two arrows. Gaining/losing heat perhaps?
  8. Thermal comfort

    It tells you where your duplicants will be fine, where they'll feel hot, and where they'll feel cold. Because it's not based just on temperature but on rate they're gaining/losing heat.
  9. Yes, it can be and is abused. On the other hand, you often put these switches to conditions where dupes are unwelcome or which are even dangerous for them. So it's better left as it is as that allows these designs. Current leading proposal to deal with it (in my opinion) is decoupling the switch logic and the measurement. Have the sensor in the hard to reach place, and have it remotely connected to a switch where you can have dupes adjust the values. That could work. Until that is the option, the little abuse open to players is better alternative to me than mandatory duplicant adjustments.
  10. I would recommend you to read through this topic, I think the research spawned the best and so far unbeaten designs: In general, you don't need to keep your electrolyzer working full time. It doesn't waste power or water when it waits for the pressure to go down. Most power is usually wasted on gas pumps, trying to keep as low pressure as possible around the electrolyzer, they run full time, scooping less than 500 g packets. That's wasted power. Also, you don't need to feed a hydrogen generator to keep it running full time. You just need to keep the colony's consumption below the power you are able to generate. The game has batteries, and these can be used to get through the time when the generator doesn't run. And with electrolyzers, you're ultimately limited by number of duplicants in your colony, which is in turn limited by amount of food you can prepare for them. A 100-duplicant colony is usually already too big to handle, and even for that you only need about 12-15 electrolyzers, tops. That's slightly more than one hydrogen generator.
  11. Well yeah, no problem. I too use insulated tiles in the early game as temporary measure. But when you get to play longer and realize that the heat is seeping to your base through that wall even though it's made out of insulated tiles, you'll just replace them with abyssalite and never look back.
  12. 5% of nothing is still nothing.
  13. Gas plumbing is better with its own button, liquid plumbing is worse as it has now also bottler and emptier on top of the pipes.
  14. I don't really think duplicant suicide would be beneficial for the game. Replacing a dead duplicant is matter of few cycles with the printer on, and if we talk about rough punishments for keeping your duplicants stressed then there's the binge eater and a whole lot of people claiming it's too rough and game breaking already.
  15. That works because if he stops 8 tiles underwater, he can go another 8 tiles. But it's not very comfortable thing to manage and he may get stuck there.