Acru Posted April 16, 2018 Share Posted April 16, 2018 Make this happen in some form, please~! It would help mitigate issues of Dupes transporting materials from one side of the map to the other, for whatever reasons of storage compactor priority (even though that much nearer compactor has the same priority), and would keep Dupes from grabbing the nearest material when they decide to build, and transporting germ-ridden or 1000°C ores into your base. Also another note while I'm thinking of... If an item is marked for sweeping, it should keep the mark if the Dupe gets distracted and drops the item. Link to comment Share on other sites More sharing options...
Game Train Posted April 16, 2018 Share Posted April 16, 2018 Yes, that would be useful. Link to comment Share on other sites More sharing options...
yoakenashi Posted April 16, 2018 Share Posted April 16, 2018 I haven’t played around with them yet, but do transit tubes do this? The description says something like “Transports duplicants only”. Link to comment Share on other sites More sharing options...
Acru Posted April 17, 2018 Author Share Posted April 17, 2018 4 hours ago, yoakenashi said: I haven’t played around with them yet, but do transit tubes do this? The description says something like “Transports duplicants only”. Nope, I tried. Dupes will carry items into tubes. Link to comment Share on other sites More sharing options...
Acru Posted April 24, 2018 Author Share Posted April 24, 2018 I really could use some way to forbid dupes from even picking up specific items too, they keep getting their little hands burned... Link to comment Share on other sites More sharing options...
Kasuha Posted April 24, 2018 Share Posted April 24, 2018 I think just on/off for all materials at once is too coarse. I'm not sure about your particular intended use, for me what matters are just slime and liquifiables. I'd prefer a 'material checkpoint' where I can choose which materials can be carried through just like I select duplicants on doors. Link to comment Share on other sites More sharing options...
yoakenashi Posted April 24, 2018 Share Posted April 24, 2018 3 hours ago, Acru said: they keep getting their little hands burned Then they decide to store that 1200°C igneous rock (or even metal) in the same container as my plastic. Naphta anyone? Link to comment Share on other sites More sharing options...
Acru Posted April 24, 2018 Author Share Posted April 24, 2018 10 hours ago, Kasuha said: I think just on/off for all materials at once is too coarse. I'm not sure about your particular intended use, for me what matters are just slime and liquifiables. I'd prefer a 'material checkpoint' where I can choose which materials can be carried through just like I select duplicants on doors. I did a quick edit of a screenshot for an example, but yes this could take many forms~ I think the main problem is that Klei will have to edit the path finding AI to take account for carried materials, and an all-or-nothing form would be easier to make happen. If one had this basic area control of materials though, you could use automated shipping to move only specific materials between regions. (Eg, an auto-sweeper and storage on either side of a door.) Of course a finer control would be more useful, though harder to implement in the AI and would require more GUI elements. Link to comment Share on other sites More sharing options...
Flydo Posted April 26, 2018 Share Posted April 26, 2018 On 16/04/2018 at 6:59 AM, Acru said: Make this happen in some form, please~! It would help mitigate issues of Dupes transporting materials from one side of the map to the other, for whatever reasons of storage compactor priority (even though that much nearer compactor has the same priority), and would keep Dupes from grabbing the nearest material when they decide to build, and transporting germ-ridden or 1000°C ores into your base. Also another note while I'm thinking of... If an item is marked for sweeping, it should keep the mark if the Dupe gets distracted and drops the item. Really nice and usefull idea in my opinion, if they could add another windows like the food one to tell dupe "No you can't use tungsten or gold for microship" i will be happy too Link to comment Share on other sites More sharing options...
neoazureus Posted April 26, 2018 Share Posted April 26, 2018 Another building like a "material checkpoint" is great, a "late game" building. I agree with Kasusha Link to comment Share on other sites More sharing options...
yoakenashi Posted April 27, 2018 Share Posted April 27, 2018 What does everyone think about something like an Ore Cooler? Taking concepts from an Ore Scrubber, it cools materials that are above a chosen temperature. And like a Metal Refinery, has a liquid intake and output, and outputs the heat from the ore. No heat destroyed, just quickly (per use) transferred from ore to liquid. Link to comment Share on other sites More sharing options...
Acru Posted May 3, 2018 Author Share Posted May 3, 2018 On 4/26/2018 at 6:46 PM, yoakenashi said: What does everyone think about something like an Ore Cooler? Taking concepts from an Ore Scrubber, it cools materials that are above a chosen temperature. And like a Metal Refinery, has a liquid intake and output, and outputs the heat from the ore. No heat destroyed, just quickly (per use) transferred from ore to liquid. Humm, there are some instances where you might want to heat ore too, like melting ice for fresh water. The main problem with either is that heating or cooling 20t of ore takes forever no matter the method used, which could be fixed by just making loose ore a lot more conductive, either on the ground or in a storage compactor. But a special storage compactor that could be heated or refrigerated would be interesting. Link to comment Share on other sites More sharing options...
vovik Posted May 4, 2018 Share Posted May 4, 2018 Material checkpoint for late game? how about a simple sign that tells dupes what resources to pass through with? Link to comment Share on other sites More sharing options...
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