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Animal lifetime and auto replenishment


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I know it's more reasonable to set an animal lifetime. But ceaselessly check the animal number in stable is really annoying. Could you please design a new sensor which can detect the animal number in stable? So that we can automatically activate an incubator when animal die. And the incubator also need an automatic upgrade. I just like the base run without any manual work.

Same here. Or maybe add a "vitalizer" that uses really renewable resource to stop the animals from aging.

My current game-target in the absence of story is to get the base to requiring no interaction. With the new geysers, basically all water-using plants have gone out the window as long-term food source (unless you go for a very, very small base, like 1 dupe or so) and hence slime production became critical. 

On the other hand, a 1-dupe base is pretty boring. You could just run it from wild plants as food. I do not think the food/oxygen possibilities are in any well-balanced state at the moment. Heat is also becoming more of a problem, not less so. I think the devs need to take a cold hard look at this and start providing some long-term stable mechanisms for the basic needs. One established way to do that is end-game equipment that solves these problems but needs a while to get to. Like, say, a "food replicator", only it has a 200 round research time, and needs 100 rounds to build some very special material, but then keeps 3 dupes fed indefinitely just requiring energy. Something that provides final solutions. Having to go through the same steps time and again (e.g. maintaining a specific critter population) is boring and bad game design. 

 

 

Maybe have something like a bed for critters? The dupes have beds that they head to every night, maybe there could be little 1-tile beds you can make for the critters and the critters get assigned to them. Build a ranch area big enough for X number of critters, build X number of beds, maybe have some sort of automation sensor that hooks up to tell if a bed is empty. Or have it where ranching dupes will carry a critter to an unassigned bed, similar to how farmers bring seeds to farming plots.

But yeah, critter beds could be cool as a way to plan out how many of a given critter type a room can sustain.

1 hour ago, BlueLance said:

Or make it that if a room has an incubator it can be set to 6 so that every time a critter dies, a dupe puts an egg in etc

I like that one! In addition, I would like a way to automatically kill a critter variant that you do not want. Laser turret? Sure, can be done by just nor providing them the food they need, but that is pretty tedious.

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