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About Jackie1213

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  1. I order a mid-air construction (top priority) which requires wearing jetpacks; otherwise dupes can't reach the construction site. When the site is very far away, dupes will sometimes get stuck in an infinite loop. Receive his assignment -> Pick up materials -> instantly forget about the errand (maybe consider the errand unreachable for a blink of second) -> perform another errand and therefore drop his inventory -> receive the mid-air errand again right away ->repeat. So it looks like he does nothing but keep picking up and dropping the material.
  2. This is not a bug. As the metal refinery will store the heated coolant inside and release it after each order. That means water shouldn't be used as coolant. Super coolant is the best, but crude oil works too.
  3. Optimization is extremely hard. Consider how this game works. You (the player) order a list of tasks, which are assigned to dupes based on dupes' preferences. From a dupe's perspective, he receives a list of errands and he is going execute the list. Inevitably, there will be lots of inefficiency. For examples: Dupe A building something at Point A, and travels to Point B (thousands miles away) to building something, and then returns all the way back to Point A to build more things. Dupe A is working at Point A, the player add a near-by order (like toggling a switch at point A). The funny thing is that someone else, Dupe B, that is far away from point A, will receive the order while dupe A could have done it right away. The priority overlay (for the player) and dupes preference are two major tools of optimization, but there are limitations. This is hard! We think a dupe should complete his duty at some location before moving to another place, but this could be problematic because no one will respond to an emergency happening somewhere else then. We will significantly improve the colony's efficiency if we could assign errands to every single dupe directly. But this is also bad because it gives the player tons of work. The player's careful planning could help a bit, but the dupes will need to be able to "think ahead" and "act rationally" one day to really make a difference.
  4. It seems that when a doctor gets sick, he will no longer perform his duty. I am not sure whether this is intentional. I take a closer look and I discover a possible dead lock: a patient "thinks" a doctor is available so he visits the clinic -> the doctor is being requested -> the doctor walks to the clinic -> the doctor quits his duty possibly due to himself being sick -> the waiting patient leaves as no doctor is available -> repeat If your doctor(s) is(are) sick, then the situation will deteriorate rapidly and everything will be out of control in seconds.
  5. It seems that when the doctor(s) is(are), they just stop treating patients and the situation deteriorates rapidly and everything will be out of control.
  6. I have similar issue. The oxidizer tank is buggy. If I first set the amount to be 200kg, and then reset it to 100kg right away. Dupes will have to deliver 200kg oxylite anyway. And then perform the subsequent errand of removing the extra amount.
  7. I have the same issue. Automation wires also appear above other logic gates.
  8. I have the same issue. I have a pressurized room for oxylite production. When oxylite is being produced and dropped on the ground, the auto-sweeper doesn't act fast enough to pick it up and put it into a storage, but lets dupe to do it instead.
  9. Yup you are right it is not a bug. Basically I grant access to jet packs to dupes who delivery stuff; and these dupes always fly far far away to collect iron (fallen from the sky) and meat (killed by meteorite). I just don't think jet pack is "smart" enough.
  10. For example, if I set the amount to be loaded to 200kg, and a moment later I reset it to 100kg. The dup will always first fill the tank with 200kg of oxylite, and then removing 100kg oxylite after. The point is that dupes will execute every single input that have been made to the tank; while they should be able to react to the realtime setting of the oxylite tank.
  11. When there is only one mass table and multiple patients in a med bay, more than one dupes can sit on the only mass table at the exact same time.
  12. Automation wire appears above logic gates/buildings sometimes, it should be hidden beneath though.
  13. Mechanized airlocks shouldn't be used to crush regolith (when placed horizontally) or be used as a conveyor (when placed vertically).