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Outbreak Upgrade: My Feedback & Suggestions


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After spending a few days playing with the new systems and content added in the Outbreak Upgrade, I have some feedback to offer.

 

Disease

I love the foundation you have built with the new disease system, but it needs some work.  Right now wash basins and chlorine trivialize the threat of disease.  I would recommend making Food Poisoning the "tutorial disease", something that's present in the early game to teach players about the system but not so severe its consequences are crippling.  Making the disease double the number of bathroom visits the infected must take per cycle and adding a slight chance the infected will vomit once per day doesn't seem too harsh of a penalty for failing to control the introductory disease.

I would also propose a Biohazard Suit to get a little more mileage out of the Textile Factor.  Such an item could protect from Slime Lung when in the slime biome.  If you want to discourage us from wearing it 24/7 you can have it increase stress or prevent stress recover while worn.

 

Medicine

As is, the best way to fight disease is to proactively ensure your duplicants don't contract it in the first place.  This is good game design, but it diminishes the importance of the Aid job, and by extension the Medicine skill.  I would like to see the Apothecary reintroduced to the game with Medicine impacting production speed.  The medicines produced could be vitamins (taken once per day to boost immunity recovery) and cures to the various diseases (given once per day to the infected by any duplicant assigned the Aid job).  You can add new plants and creatures (or use existing ones) to be used as medicinal ingredients.  Producing curative medicine would give our dupes specialized in healthcare (for those of use who use specialists) something to do in their downtime.

 

Med-Beds & Rejuvenators

I don't see much incentive to use Rejuvenators.  Sure, they're faster than Med-Beds, but they also require 240W to use.  To make them more appealing I would do away with the requirements for nearby food and restrooms.  This gives players a choice to take the slower, low-tech option that requires more supporting infrastructure or the faster, higher-tech option that drains power.

 

Chlorine

As I said earlier, Chlorine makes it a bit easy to manage germs.  I'm not against this per se, but I think it should come with a trade off to discourage it from being used as the path of least resistance.  To this end I would have prolonged exposure cause Acid Burn, an affliction similar to Heat Exhaustion and Hypothermia. 

While we're on the subject of chlorine, since bleach stone is now a useful resource, a building that processes chlorine into bleach stone would be useful both for making bleach stone renewable and for disposing of unwanted chlorine.

 

Farming

I personally liked the yield system, rigid as it was.  It provided an end-game challenge to players who wanted to be rewarded for engineering complex systems, but I do understand this change.  However, if the goal was to discourage the reliance on a single, low-effort crop (sleet wheat), then this current iteration isn't going to cut it.  Sleet wheat has been replaced by mealwood, which is even easier to grow en masse.  To encourage players to wean themselves off this low-effort food source I would strengthen the Bad Meal debuff to also sap a bit of immunity, the idea being that malnutrition makes for weakened immune systems in addition to glum dispositions.

Also, we need a way to dispose of seeds.  Obtaining new seeds so often means we've soon got far more than we'll ever need.  Making Hatches eat them would be a good place to start, but I'd like to see an Incinerator added to the game.  Such a building could allow us to destroy unwanted materials at the expense of lots of heat.  It could run on coal (which is useless after coal generators become obsolete) and produce ash, which can serve as a filtration medium to eventually take the place of sand, which is finite.

 

Ruins

I love the new ruin systems and look forward to seeing where you take this.  I wouldn't mind if there were hazards to exploring these ruins to offset the potential rewards you could place within.  From what I've gathered from the lore, the people who built the ruins and created the Printing Pod work for a biotech company.  What better way to introduce a new disease than to fill these ruins (or containers within them) with a new, nasty end-game disease.  Robots programmed to attack intruders could also be a good way to make the Combat skill relevant.

Speaking of the ruins, the new doors in place on the ruins could make a nice addition to our bases.  An advanced tech could allow us to build similar doors that scan those wishing to pass.  If their immunity system is below a threshold of our choosing the door could deny access, meaning we'd get another way to fight disease.

 

Miscellaneous

Wash Basins, Bottlers, and Bottle Openers are all nice additions to the game.  That said, I wouldn't mind more advanced versions that are fed by pipes, allowing us to set up self-sustaining kitchens and bathrooms if we so desire.

As someone who always builds my base with an eye towards aesthetics, I would like the option to hide the arrows on buildings like the Wash Basin and Hand Sanitizer.

I appreciate the auto-disinfect function, but a way to copy settings for enabling/disabling it on specific buildings and tiles would go a long way towards improving quality of life.

A way to corral shinebugs and hatches precisely where we need them would be awesome.

 

Anyway, that's all I've got.  I'm having a ton of fun with this update and look forward to seeing what you have in store for us next.

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4 hours ago, gobokin said:

Disease

I love the foundation you have built with the new disease system, but it needs some work.  Right now wash basins and chlorine trivialize the threat of disease.  I would recommend making Food Poisoning the "tutorial disease", something that's present in the early game to teach players about the system but not so severe its consequences are crippling.  Making the disease double the number of bathroom visits the infected must take per cycle and adding a slight chance the infected will vomit once per day doesn't seem too harsh of a penalty for failing to control the introductory disease.

I would also propose a Biohazard Suit to get a little more mileage out of the Textile Factor.  Such an item could protect from Slime Lung when in the slime biome.  If you want to discourage us from wearing it 24/7 you can have it increase stress or prevent stress recover while worn.

I am completely in agreement here, the hazmat suit could use bottle oxygen, or like you said have an influence on stress.

 

5 hours ago, gobokin said:

Medicine

As is, the best way to fight disease is to proactively ensure your duplicants don't contract it in the first place.  This is good game design, but it diminishes the importance of the Aid job, and by extension the Medicine skill.  I would like to see the Apothecary reintroduced to the game with Medicine impacting production speed.  The medicines produced could be vitamins (taken once per day to boost immunity recovery) and cures to the various diseases (given once per day to the infected by any duplicant assigned the Aid job).  You can add new plants and creatures (or use existing ones) to be used as medicinal ingredients.  Producing curative medicine would give our dupes specialized in healthcare (for those of use who use specialists) something to do in their downtime.

I think medicine will probably be released next with a newly introduced disease, They removed the plant used and the apothecary so I assume they are doing this to work on them, and what better a reason than to follow up on the OU than giving us medicine and another disease. Also rejuvinators are indeed pointless....

 

5 hours ago, gobokin said:

Chlorine

As I said earlier, Chlorine makes it a bit easy to manage germs.  I'm not against this per se, but I think it should come with a trade off to discourage it from being used as the path of least resistance.  To this end I would have prolonged exposure cause Acid Burn, an affliction similar to Heat Exhaustion and Hypothermia. 

While we're on the subject of chlorine, since bleach stone is now a useful resource, a building that processes chlorine into bleach stone would be useful both for making bleach stone renewable and for disposing of unwanted chlorine.

In the game descriptions for Chlorine I am pretty sure it says it "Burns" so there will most likely be a downside eventually, and many....many of us want a way to make bleachstone or an equivelant made from Chlorine

 

5 hours ago, gobokin said:

Farming

I personally liked the yield system, rigid as it was.  It provided an end-game challenge to players who wanted to be rewarded for engineering complex systems, but I do understand this change.  However, if the goal was to discourage the reliance on a single, low-effort crop (sleet wheat), then this current iteration isn't going to cut it.  Sleet wheat has been replaced by mealwood, which is even easier to grow en masse.  To encourage players to wean themselves off this low-effort food source I would strengthen the Bad Meal debuff to also sap a bit of immunity, the idea being that malnutrition makes for weakened immune systems in addition to glum dispositions.

Also, we need a way to dispose of seeds.  Obtaining new seeds so often means we've soon got far more than we'll ever need.  Making Hatches eat them would be a good place to start, but I'd like to see an Incinerator added to the game.  Such a building could allow us to destroy unwanted materials at the expense of lots of heat.  It could run on coal (which is useless after coal generators become obsolete) and produce ash, which can serve as a filtration medium to eventually take the place of sand, which is finite.

In one of the dev videos there was a seed splicer, it may make an appearance and allow you to make better or usually unobtainable seeds (I think at the moment it gives you nothing useful), *Cough* MEALWOOD *Cough* who would use such a thing.... all right you twisted my arm I do and always have, now it is even easier to survive off of. I personally prefer feeding that sort of stuff to my hatches, but other ways would be useful for other players in my opinion.

 

5 hours ago, gobokin said:

Miscellaneous

Wash Basins, Bottlers, and Bottle Openers are all nice additions to the game.  That said, I wouldn't mind more advanced versions that are fed by pipes, allowing us to set up self-sustaining kitchens and bathrooms if we so desire.

As someone who always builds my base with an eye towards aesthetics, I would like the option to hide the arrows on buildings like the Wash Basin and Hand Sanitizer.

I appreciate the auto-disinfect function, but a way to copy settings for enabling/disabling it on specific buildings and tiles would go a long way towards improving quality of life.

A way to corral shinebugs and hatches precisely where we need them would be awesome.

Fed systems are definently a must, it has to be done! 

Shinebugs...they just get everywhere haha I swear some of mine just appear out of nowhere.

But i have no negative things to say about anything you have said, I agree with everything.

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Getting rid of seeds could also be done by allowing us to compost them.  Though that would really need a brush-style tool, given how many are produced.  That or zones that would automatically mark anything dropped in them for sweeping or composting or mopping.

Clothing needs tons of work to be a good system.  It also needs to wear out eventually, so there's an ongoing need for thimble reeds.

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9 hours ago, gobokin said:

Making the disease double the number of bathroom visits the infected must take per cycle and adding a slight chance the infected will vomit once per day doesn't seem too harsh of a penalty for failing to control the introductory disease.

I think it's purpose was also to make hygiene mandatory and in my opinion it was quite easy to handle the way it was before the update that nerfed it. Although I think nerfing its consequences like you are suggesting might be a much better approach than the nerf to its ability to spread and infect dupes that we currently have.

9 hours ago, gobokin said:

I would also propose a Biohazard Suit to get a little more mileage out of the Textile Factor.  Such an item could protect from Slime Lung when in the slime biome.

Suits are in the files and will probably be added in a future update, I don't think they'll be crafted from the textile loom though, I believe there actually is a suit making machine in the files. As Brummbar said the clothing system needs work, that's probably also why it didn't make it into this update.

9 hours ago, gobokin said:

To make them more appealing I would do away with the requirements for nearby food and restrooms.

Given how quickly they can heal dupes, you can probably use them without food and restrooms nearby, I've even been doing that with med-beds in early game if my dupes were only slightly wounded. I do however agree that it would make sense for the requirement to be removed, I don't think it really makes sense for the rejuvenator since it's not meant for sick dupes to stay in for long times like the med-bed is, but just for quick healing. It'd actually be nice if we could set a health threshold on it like we can with the massage table, that would make it even more appealing to use.

9 hours ago, gobokin said:

To this end I would have prolonged exposure cause Acid Burn, an affliction similar to Heat Exhaustion and Hypothermia. 

I'm expecting something like this in the future, chlorine actually used to be referred to as "toxic" in the game but that was removed, probably because it wasn't properly implemented. I'm guessing they didn't make chlorine toxic in this update so you'd have a way of using it, since suits didn't make it into the update.

9 hours ago, gobokin said:

To encourage players to wean themselves off this low-effort food source I would strengthen the Bad Meal debuff to also sap a bit of immunity, the idea being that malnutrition makes for weakened immune systems in addition to glum dispositions.

I'm under the impression that the current plant requirement system was balanced for a proper food quality system. Mealwood seems like something that you'll want to abandon as soon as possible because of bad food quality, the bad food quality just doesn't work as it's supposed to yet. They mentioned wanting to change stress mechanics in the future and they'll probably make food quality matter too when they do that.

9 hours ago, gobokin said:

As someone who always builds my base with an eye towards aesthetics, I would like the option to hide the arrows on buildings like the Wash Basin and Hand Sanitizer.

I actually think the arrows generally shouldn't be visible above it, I think when they added that, dupes didn't ignore the wash basin when they didn't have germs on them so it was needed to prevent them from needlessly washing their hands, but since they don't do that now, I think the direction settings doesn't have enough of an impact to justify putting the arrows above the building.

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7 hours ago, dosman22l said:

i think the duplicants should wait to use the washbasin and wait to go across some area. If other duplicant is using the washbasin, they leave the room with germs..

We all want this, but someone raised a good point, What if they are suffocating? starving? dying? Wanting to sleep? so many things which more or less take priority and would just negate it.

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On 8/31/2017 at 2:25 AM, gobokin said:

I would also propose a Biohazard Suit to get a little more mileage out of the Textile Factor.  Such an item could protect from Slime Lung when in the slime biome.  If you want to discourage us from wearing it 24/7 you can have it increase stress or prevent stress recover while worn

I love the idea of the hazmat or bio suit !!!  It would have to slow down a dups movements though, say minus 3 for speed

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Just now, Pi2 said:

I love the idea of the hazmat or bio suit !!!  ..

The whole suit system is useless so far, if you ask me. All i do is make some fancy suits, but not even those are really needed. I want some interesting gameplay features like /science/chemistry and not only cosmetic changes.
Game is so easy now, frustrating for me..

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2 minutes ago, Oozinator said:

The whole suit system is useless so far, if you ask me. All i do is make some fancy suits, but not even those are really needed. I want some interesting gameplay features like /science/chemistry and not only cosmetic changes.
Game is so easy now, frustrating for me..

It isn't just cosmetic changes, the clothing is actually useful if your dupes are working in a warm/cold/low decor environment, although I have to admit that I tend to not use them myself

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1 minute ago, Oozinator said:

The whole suit system is useless so far, if you ask me. All i do is make some fancy suits, but not even those are really needed. I want some interesting gameplay features like /science/chemistry and not only cosmetic changes.
Game is so easy now, frustrating for me..

Actually, I find the snazzy suit the only one I use, If I find some plants to make fabric to make clothes, that is the only one I make, it is too much of a hassle to make them change their clothes, so I just have them wear the snazzy ones all the time.

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Just now, Pi2 said:

.. it is too much of a hassle to make them change their clothes,..

Same here. I store all the suits in one locker, then i drop them from the locker (restrict) and then assigning it from the dropdownlist one by one..
Would be smarter to use some automatic "changing room", where they swap suits, based on their next area task.
Now when they wear extra insulation and coming back at mainbase, they overheat quick. That's exactly that sort of gameflowbreaking micromanagement i dislike..
Impact from zones is not hard enough. The dupes die to slow, recover to quick.
Normally a player should care about every experienced dupe, but to easy to heal up. Why expanding carefully, when nothing special is happening.
To high hydrogen concentration should explode, when meeting natural gas and should cause massive destruction. Bottles should break, when they dropped hard (ladder).
Chlorine should eat their flesh from the bones, turning dupes into screaming skeletons, scaring other dupes to death.

 

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13 minutes ago, Michi01 said:

It isn't just cosmetic changes, the clothing is actually useful if your dupes are working in a warm/cold/low decor environment, although I have to admit that I tend to not use them myself

If they automatically changed clothes when they needed to, say in a hot or cold environment, I would make those clothes, but like I said, its just too much of a hassle, unless I know I am going to be working in a cold or hot place for a long time, and then I usually forget to get them to put back on their snazzy suits.

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59 minutes ago, Oozinator said:

Would be smarter to use some automatic "changing room", where they swap suits, based on their next area task.

Another option, which would probably me more in-line with the workflow they've created with cleaning stations, is to have individual suit stations, directionally controlled.  So you'd put them in front of the door leading to an area where you want dupes to wear them.  They change out of their existing clothes, put on the new clothes, and hang the old clothes up on the station.  They now "own" those old clothes.  When they come back by the station, they change back into their old clothes.  This would require tight control of areas to use well.  Multiple exits could screw it up. 

Both solutions would have issues with the amount of storage that goes on though.  There would be tons and tons of time wasted changing in and out of clothes, just going back and forth from storage between zones.  You'd almost have to have storage in every zone, but this would require dupes to use storage more intelligently - right now they don't necessarily use the closest storage of a given priority level, near as I can tell.   Not to mention the food/bathroom breaks.   Then there's the issue of coming back starting to suffocate.  If you changing area was also in a no-oxygen zone, there could be a real chance your dupe suffocates while changing, unless suffocating overrides the mechanic.   I'm afraid the clothing mechanic may be rather hard to nail down, and I'm interested to see what Klei comes up with.

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7 minutes ago, brummbar7 said:

Another option, which would probably me more in-line with the workflow they've created with cleaning stations, is to have individual suit stations, directionally controlled.  So you'd put them in front of the door leading to an area where you want dupes to wear them.  They change out of their existing clothes, put on the new clothes, and hand the old clothes up on the station.  They now "own" those old clothes.  When they come back by the station, they change back into their old clothes. 

That is a much better idea then what I had, well thought out, I can see why you are a senior member :)

The bio suit would have to be sterilized after each use, which means you need a new building. 

Hey, if nothing else, we are giving them some good ideas

 

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Another thing which could be cool is a building which is 4 tiles by 2 tiles, the 1st and 4th tiles are "Doors" and in the centre is the changing station for 1 suit, this building acts as an airlock, so the dupe will go in, get suited up and walk out, and vice versa, it could be flooded with chlorine which is then sucked up, sterilizing the room before the dupe comes back into his lovely home.

The upsides are the chlorine can be reused, and it functions as a proper airlock, whilst also limiting 1 dupe to travel into dangerous ares.

The downsides are it takes time to kill the germs etc, only one dupe can pass through at any time.

Another variant could be semi disposable suits, so a dupe would go through and put one on, and when they come back they throw it into the machines bin where it is cleaned with chlorine and pops out when it is done. 

Edit - You can see i would really like a proper airlock system

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Here is a wish list of things I would love to see added to ONI:

1.  ROBOTS, lots of robots to do things like digging in places that are not safe for dups, like poisensious atmosphere and deep water.  Of course we would need to research and build robot
manufacturing stations, robot control centers, robot recharging stations.  Possibly robot repair stations, robot battery packs, and things of that nature.

2.  Electricly controlled gas valves and water valves, possibly doors that can be opened via power only.  And in the power catagory, two way switches, so that one device can be turned on
when one is turned off.  You can kind of do that now but it takes two sencers and they don't ever read the same values due to the fact that they are in different spaces, even if that space
is one tile away.  Two way switches would open up a whole new set of idea and possibilities.

3.  More decorative items.  Maybe a nice grandfather clock that would read off time in cycles and 10ths of cycles,  that would certainly make for an interesting clock face. :)
It would be cool if we could choose the color of the decorative lights :)

4.  While we are on the subject of time, perhaps some timers, so you could turn things on and off via the timer, or be able to set start and end times of a cycle.  Like 'turn on at 2 tens
of a cycle and off again at 6 tenths of a cycle'.  (Just a thought)

5.  More clothes, and a better way to handle them.  Right now it is too much of a hassle to get a bunch of dups to change into something, would be nice if they could change automatically
into the proper attire for the environmental situation.  Introduce some sort of bio suit for the nasty germ parts of the game.  There is plenty of dissussion on this already so I won't
mention any here.

That is all for now, I am sure I will have more later.  And thanks for all the cool new stuff so far, IMHO you guys are doing a great job at keeping us happy
 

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I started a new game, set options to weak/pessimistic use dupes without selecting(reject), feed them raw maelworms only and it works so easy out.
Could really not understand why new players complaining about "to hard game"..
As soon as i find geysirs, game get's to easy and i loose motivation without further goals..

Why they don`t add a temp goal (find a portal, power it up, teleport to new area). Every level you teleport out, you could take +1 experienced dupe with you and perhaps play a slot machine game or similar to add +1 buff to every dupe you take with you(like the neural ruin/brain thing does). Would be some sort of longtimemotivation for me.
I miss a goal. Hard one pls..
 

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10 minutes ago, BlueLance said:

Another thing which could be cool is a building which is 4 tiles by 2 tiles, the 1st and 4th tiles are "Doors" and in the centre is the changing station for 1 suit, this building acts as an airlock, so the dupe will go in, get suited up and walk out, and vice versa, it could be flooded with chlorine which is then sucked up, sterilizing the room before the dupe comes back into his lovely home.

The upsides are the chlorine can be reused, and it functions as a proper airlock, whilst also limiting 1 dupe to travel into dangerous ares.

The downsides are it takes time to kill the germs etc, only one dupe can pass through at any time.

Another variant could be semi disposable suits, so a dupe would go through and put one on, and when they come back they throw it into the machines bin where it is cleaned with chlorine and pops out when it is done. 

Edit - You can see i would really like a proper airlock system

I am a big fan of the air lock system, I usually build one for entering the area where I make fertilizer, so the nat gas doesn't end up all over the place, usually it is a room like you said but with an algae generator in it running all the time, so the  pressure is higher then the two exits on each side, so when you open either door, air comes out rather then going into the air lock.  It works fine until gas builds up to a higher level then the max you can generate

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On 8/31/2017 at 5:25 AM, gobokin said:

I would like to see the Apothecary reintroduced to the game with Medicine impacting production speed.  The medicines produced could be vitamins (taken once per day to boost immunity recovery) and cures to the various diseases (given once per day to the infected by any duplicant assigned the Aid job).  You can add new plants and creatures (or use existing ones) to be used as medicinal ingredients.

Great idea. It would be nice to utilize the aid skill more. Also makes it so diseases have room to be more intense in balancing, because they have the ability to be better treated.

 

On 8/31/2017 at 5:25 AM, gobokin said:

As I said earlier, Chlorine makes it a bit easy to manage germs.  I'm not against this per se, but I think it should come with a trade off to discourage it from being used as the path of least resistance.  To this end I would have prolonged exposure cause Acid Burn, an affliction similar to Heat Exhaustion and Hypothermia. 

Yeah my storage is all in chlorine and it has no bad effects. I don't think Acid Burn would change much personally, but it could be a nice addition.

 

On 8/31/2017 at 5:25 AM, gobokin said:

I personally liked the yield system, rigid as it was.  It provided an end-game challenge to players who wanted to be rewarded for engineering complex systems, but I do understand this change.  However, if the goal was to discourage the reliance on a single, low-effort crop (sleet wheat), then this current iteration isn't going to cut it.

They have said there is going to be a stress update eventually, which I assume will relate to food stress as well. I feel like this update made farming easy enough early game for players to experiment with germs, and some even had trouble with that. As long as they actually make bad food expectations matter and it really make stress go up, the rest of the farming system will work pretty well imo.

 

On 8/31/2017 at 5:25 AM, gobokin said:

Wash Basins, Bottlers, and Bottle Openers are all nice additions to the game.  That said, I wouldn't mind more advanced versions that are fed by pipes, allowing us to set up self-sustaining kitchens and bathrooms if we so desire.

I mean you kinda can do that with pumps to a vent into a small area with a bottler on top of it right next to your kitchen. You can do the same with wash basins, although probably not practical with where they are located. But once you get hand sanitizers, the wash basins dont need to be filled/emptied that often anyways (if at all).

 

On 8/31/2017 at 5:25 AM, gobokin said:

I appreciate the auto-disinfect function, but a way to copy settings for enabling/disabling it on specific buildings and tiles would go a long way towards improving quality of life.

A way to corral shinebugs and hatches precisely where we need them would be awesome.

Agreed.

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One thing about the washbin. When base is big and started with pessimistic/weak immune system, the workload for the washbins is very big.
Fresh water-polluted water- and the gameimpact while washing hands is massive. More then one dupe workload.
Yes it makes sense then to place them, fill rooms with chlorine at each corner of base and place the storage lockers there.
More interesting gameplay for me, but the workload..
When expanding base there is a point, where expanding only works with highest priority, because they do washbinjobs. With weak immune system it's not enough to place them before the outhouses. With weak immunesystem they get Diarrhea quick, when i feed them raw meal lice only. It makes no difference that they don't cue up at washbin, or placing more of a row, the workload is massive.

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Disease:

The germs in the game aren't difficult to handle, because the dups will not be infected. The only one disease that the dups taken was hypothermia.  The whole germs lost his pressure to the player. Its just a tool like the farm overlay. Its "included", but not important :? It slows down the performance, not more in my opinion. A Dupe can walk the whole cycle in a -50C cold room and its okay for him ? Only, when liquid was on the ground => disease...

Farming:

The farming isn't a good thing. It's simple. I like the seeds mechanic, but the farming itself isn't really cool. For great bases with many dups (25+) the water consumption is horrible of the plants. The worst is the bristle plant. 80KG per cycle and fresh water ? Bad idea. If u have the 2 steam geysers and a great base it isn't enough to support it. Also the Sleet Plant needs fresh water. A player who only cook the two best cooking receipts are ****** :D And only farming mealwood is boring. In my opinion the, players should be punished in the later cycles for feed the dups the bad food. If the food rating under the dups with a rating of +1, they get sicked for example. Than players wouldn't plant this plant anymore in the later game, how it should it be!

The tool tips for the water consumption aren't helpful. X Value of Cylce ? How long is a cycle ? I know it now, but no new player! The tool tips should ALWAYS show the consumption in SECONDS! And the Cycle itself need a tool tip how long is a cycle in seconds!

Suits:

Its buged for me. I produced 25 snizzy suits, 6 warm and 6 cold. The storage compactor shows 80 snizzy suits ? How is that possible ? I have seen dups they already wearing the snizzy suits goes to the compactor and the animation started again. One time, all of my dups have done it at the same time. That is maybe a possibility, why i have more snizzy suits, than i produced. The assignment of the suits are horrible! Need a change.

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1 hour ago, DustFireSky said:

Its buged for me. I produced 25 snizzy suits, 6 warm and 6 cold. The storage compactor shows 80 snizzy suits ? How is that possible ? I have seen dups they already wearing the snizzy suits goes to the compactor and the animation started again. One time, all of my dups have done it at the same time. That is maybe a possibility, why i have more snizzy suits, than i produced. The assignment of the suits are horrible! Need a change.

Suits are bugged in some way currently.  You'll find that the suits that drop from lockers, after your dupes put them on, there's still a 'phantom' suit still there on the ground.  Clothing right now is buggy and not well implemented.  Kind of like disease in the AU.

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On 8/31/2017 at 1:49 PM, Michi01 said:

I actually think the arrows generally shouldn't be visible above it, I think when they added that, dupes didn't ignore the wash basin when they didn't have germs on them so it was needed to prevent them from needlessly washing their hands, but since they don't do that now, I think the direction settings doesn't have enough of an impact to justify putting the arrows above the building.

I suspect the arrows were added purely for the player's sake.  It's a level of hand-holding I don't think we need, though, so I'd like to see the arrows dropped and the wash basin and hand sanitizer be 2x2 in size.

 

On 9/1/2017 at 6:49 AM, Pi2 said:

If they automatically changed clothes when they needed to, say in a hot or cold environment, I would make those clothes, but like I said, its just too much of a hassle, unless I know I am going to be working in a cold or hot place for a long time, and then I usually forget to get them to put back on their snazzy suits.

I would make suits if this was a feature, but as is I don't bother because the micromanaging is tedious and the payoff negligible.

 

On 9/1/2017 at 7:47 AM, BlueLance said:

Another thing which could be cool is a building which is 4 tiles by 2 tiles, the 1st and 4th tiles are "Doors" and in the centre is the changing station for 1 suit, this building acts as an airlock, so the dupe will go in, get suited up and walk out, and vice versa, it could be flooded with chlorine which is then sucked up, sterilizing the room before the dupe comes back into his lovely home.

The upsides are the chlorine can be reused, and it functions as a proper airlock, whilst also limiting 1 dupe to travel into dangerous ares.

I've been trying to make a decontamination chamber for my base, but the gas pumps just aren't quick enough and we lack the proper switches to make it automated.

 

On 9/1/2017 at 7:49 AM, Pi2 said:

3.  More decorative items.  Maybe a nice grandfather clock that would read off time in cycles and 10ths of cycles,  that would certainly make for an interesting clock face. :)

I've had the idea for a while now that a jukebox or phonograph could make a nice piece of stress-relieving furniture.

 

On 9/1/2017 at 8:25 PM, Gravityx said:
On 8/31/2017 at 4:25 AM, gobokin said:

I would like to see the Apothecary reintroduced to the game with Medicine impacting production speed.  The medicines produced could be vitamins (taken once per day to boost immunity recovery) and cures to the various diseases (given once per day to the infected by any duplicant assigned the Aid job).  You can add new plants and creatures (or use existing ones) to be used as medicinal ingredients.

Great idea. It would be nice to utilize the aid skill more. Also makes it so diseases have room to be more intense in balancing, because they have the ability to be better treated.

It would have the added bonus of giving us a means of proactively increasing our Medicine skill.  As is, the only way to increase it is by treating sick dupes.  Given that sick dupes is something we're trying to avoid in the first place, we wind up with a low Medicine skill when we need it.

 

On 9/2/2017 at 6:42 AM, DustFireSky said:

The germs in the game aren't difficult to handle, because the dups will not be infected. The only one disease that the dups taken was hypothermia.  The whole germs lost his pressure to the player. Its just a tool like the farm overlay. Its "included", but not important :? It slows down the performance, not more in my opinion. A Dupe can walk the whole cycle in a -50C cold room and its okay for him ? Only, when liquid was on the ground => disease...

Technically speaking, hypothermia and heat exhaustion are ailments, not diseases.

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