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Found 8 results

  1. Decor is a mechanic that has been lopsided for quite a while in my opinion, both in how Decor-spamming has been a viable strategy since forever(Though, Paintings needing fibers has kind of nerfed this), and how the only time negative decor really matters in the lategame, are Heavi-watt wires.. With the sculptures, gold-metal tiles, and now the new Artifacts, we got all the decor in the world. Thats why Decor values should be changed a bit, where there's more things with larger penalties so you need to plan for Decor space more, a tug of war for decor. And maybe nerf Metal Tile Decor while we're at it. ----------- For one, all machines should have much larger decor penalty, to the point where you really need to keep machines far away from duplicants or balance it out with means of Decor. The Petroleum Generator only grants -15 decor, for example, and in a very short radius too. It should be increased to -40 decor for 5 tiles or so or so, this is a more significant amount. This is just one example, but more buildings should have noticable decor penalties, like research tables, deodorizers, manual generators and grooming stations. Pipes and Gaspipes should both have decor penalties and their Insulated counterpart being uglier, because it feels so wrong that they only have 0, like somethings missing. Regular pipes and gaspipes should have -5 for 3 tiles, and Insulated being -10 for 3 tiles, this means that dragging one through your base isn't as "free", but one singular exposed pipe isn't gonna be the end of the world. Exosuits should have a decor penalty when worn, and it cancelling out Snazzy Suits. Exosuits should be a -50 decor in a 3 tile radius, this is to make that duplicants are no longer perfectly fine with being in an Exosuits for the entirety of the day. Nerf Metal-tile decor, improve plastic tile decor a bit, a simple floor of Golden Metal tiles already brings over +100 decor, this should be changed with either the Metal-tile decor itself being reduced, refined gold has a smaller decor modifier, or that the radius that metal-tiles prettifies things is reduced. And also, Plastic tiles and ladders should have better decor values to match metal tiles better. Plastic tiles would be more insulative, metal tiles would be conductive, both work for decor and movement speed, that would be the best case scenario for these tiles. Refined Gold has a slightly smaller decor modifier, add a new space-age metal/stone that is pretty, if you're lucky to have aquired a golden volcano, you can cover your entire base in gold, reaching ridicilous levels of decor without much effort. Thats why the Refined Gold Decor modifier should be reduced to say, +30% or so. And this new space-age material having +50% like the old refined gold. ----------- These are my two cents on how to improve the decor mechanic, I always ranch sinebugs because its fun, but not because its effective when some space for sculptures and golden flooring would do equally as much and with far less labour in the long run.
  2. -Wall covers Built like thermo shift plates they would increase decor in living areas, negating decor debuffs caused by pipes and wires by hiding them from dupes sight. Things like switches, sensors and vents could become part of the wallcover itself. Additionally they could be colorable to make different sections of a base visually stand out. -Colorable Pipes Coloring pipes would be neat because players could designate colors to pipes to designate what contents flow through. Example: Red: Hydrogen Dark Green: Polluted Water Lime Green: Chlorine Gas Light Blue: Oxygen Dark Blue: Water -LEDs LEDs could provide a cheap and efficient light source with a dramatically lower heat output than normal lights. -Liquid Tap Acting as an acesspoint for Dupes witch they can use to extract things like water directly from pipes
  3. No, the hweezewort doesnt count because its not 1 tile tall, and also has a really useful functionality
  4. One of the things that still bother me in "Quality of Life 1" upgrade is that there is no point having more than one dupe trained in Arts. I usually try for every dupe to master every job except the arts and have only one dedicated Master Artist to do all the sculpturing and painting. It's too easy to have fun. Therefore I have a suggestion. Make dupes without any Arts training to benefit only from Crude furniture and require higher level training to get the bonus of Quaint and Masterpiece level. This kinda makes some sense - if you wasn't trained in Arts, you probably won't appreciate Mona Lisa the same way as someone who learned this thing very deeply (hmm.. reminds the Museum of Art Fraud from Interstate 60). This will also bring back the plants as the alternative source of Decor since they give Decor bonus always. Update: I just realized there's much simpler solution with the same effect - make painting and sculpting extremely long
  5. Why is there a +120 decor limit when there no limit on -ive decor? There should be a -120 limit on negative decor as well.
  6. So, I'm noticing that you can max your decor at 120 without ANY art. I've got an early colony with the decor maxed at 120 and I've done it with nothing but a couple of plants, some molding, and some unfinished sculpting blocks. This means that the new decor limit has made the Artist job completely useless and obsolete. Is it your intention get rid of that job? If not, this really needs to be changed.
  7. Hi all i set small experiment for "open air ranching" with shine bugs, - set 2 ranching station with feeders on open air. Results: + tons of eggs "total" decor bonus - my base covered by shine bugs with > + 100 decor bonus light - near feeders and stations i have constantly > 20k lux not matter day / night - its really possible to set solar batteries and get easy power without space and generators(no need for steel on early phase) - now i have >200 SB on "open air" without fps drop, but i fear that performance cap near....
  8. Decor is a mechanic that goes up and down, plus from pretty things, down for ugly things. Range and Decor efficiency are the only two factors for it. Sadly, this leads to some monotone cheese designs to cram as much decor as you want in one area at the moment, neglecting the unique ways of decor increase, like shinebug ranching. Thats why I suggest that if more than 2 to 6 of the same Decor source in the same radius, it will suffer a Decor penalty, from -10%, up to -60%, so overdoing it will sometimes do more harm than good. Quite punishing I know. But this would make that good decor rooms would need more variety of all the good Decor sources, like Shinebugs, the new different Statues/Paintings and the new Pedestal trophies. Instead of just cramming as many painting as you can in the smallest area possible. --- Another mechanic to raise the decor is to have rooms, and the buildings inside be symmetric. If the room walls is symmetric in a Horizontal fashion, it will get an overlay-only Vertical mirror line that draws the line for it, 1 or 2 tiles thick. If you place two buildings that are both in the same spot mirrored through the vertical line, it will get a fine +15% decor bonus and +2 radius. This of course doesn't apply to negative decor sources and the tiles themselves. This of course adds a new way to reach high decor levels with people who plan room layouts well, instead of just cramming decor in one area. Less is more. --- This is the Quality of life update which seemingly has a focus on adding more Decor sources, Decor is sadly a little lopsided mechanic at the moment, this would fit right in with this particular upgrade.