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PickPay

Clothing ..micromanagement ?

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PickPay    37

I haven't seen anyone mention this. I made different outfits but can only assign 1 piece per Dupe... Are you really supposed to dress/undress them all the time depending on the job they might do next ? If so I find it too much trouble... Am I missing something ?

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Mijae    9

You can use doors to only allow specific dupes access to hot or cold regions.

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PickPay    37

Thats an idea thanks. I'd rather not have to micro manage Dupes though.

What if they have to go through a cold biome and then a hot one ?!

Also I noticed the "Chilly environment" debuff despite the Dupe wearing a Warm Sweater... :/

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Octyabr    183

To be honest, this outfit thing is rather useless, for now, nevertheless it has potential, if we could automate where and when they change clothes, like entering hot/cold/water/outer space areas only with the proper outfit either with an area manager (maybe like Rimworld) or with an appropriate setting in doors.

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Zervo    72

and it decay too right?

or is it a bug?

i notice after i don't know how many cycles, my dupe cloth are gone, and i have to reassign them.

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Vilda    157
4 hours ago, Zervo said:

i notice after i don't know how many cycles, my dupe cloth are gone, and i have to reassign them.

Known Issues:

  • Equipped outfits will often disappear

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Ecu    515
10 hours ago, PickPay said:

Thats an idea thanks. I'd rather not have to micro manage Dupes though.

What if they have to go through a cold biome and then a hot one ?!

Also I noticed the "Chilly environment" debuff despite the Dupe wearing a Warm Sweater... :/

This is a colony simulator.  So managing your dupes effectively is kind of a huge part of the game.

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Vilda    157
22 minutes ago, Ecu said:

This is a colony simulator.  So managing your dupes effectively is kind of a huge part of the game.

To a point. After a certain level micromanagement stops being fun. For example current stress relief Assigning individuals to tables is ok when numbers are small and decor expectations low. With base of 20 duplicants on level 30 it is tedious and breaks from the actual expansion and building. Hopefully some love for stress management should be in works next.

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Ted n Emily    6

How much stuff do you need to make an outfit, I have like 77 of what I need but it says I need 5Kg, don't know the conversion rate

 

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Lifegrow    238
On 20/03/2017 at 0:08 PM, Destros09 said:

Snazzy suits, snazzy suits everywhere 

This. :D 

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Lumina    1,532
On 20/03/2017 at 0:47 PM, Ecu said:

This is a colony simulator.  So managing your dupes effectively is kind of a huge part of the game.

Yeah, and this part could be fun or tedious depending of how it's done. At the moment i feel that there is something missing about how to manage clothing. Maybe a way to allow passage in some area only if they have the right cloth could already help.

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Xedlord    614
On Monday, March 20, 2017 at 7:08 AM, Destros09 said:

Snazzy suits, snazzy suits everywhere 

It's the only thing I do

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6 hours ago, Lumina said:

Yeah, and this part could be fun or tedious depending of how it's done. At the moment i feel that there is something missing about how to manage clothing. Maybe a way to allow passage in some area only if they have the right cloth could already help.

Spacesuits boys. Spacesuits.

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Breizhbugs    11

I would like all dupes to come with a standarized red uniform and i would like to be able to choose the color of the snazzy suit so i can dress my dupes depending on their job, for example....

But i must say that in my ~700cycles base, i didnt make any clothing cause stress was not a problem at all (and snazzy suit didnt differ from starting clothing!)

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Moggles    85

Ren is equipped for max stress environments and provides 100 decor bonus.

tuxren.png

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On 4/19/2017 at 6:11 PM, Moggles said:

Ren is equipped for max stress environments and provides 100 decor bonus.

tuxren.png

Pretty good photoshop job.

Ren prefers shaken, not stirred. Except he calls it "shaRen"

 

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