Major44 Posted April 23, 2018 Share Posted April 23, 2018 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. Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/ Share on other sites More sharing options...
Gurgel Posted April 23, 2018 Share Posted April 23, 2018 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. Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/#findComment-1028784 Share on other sites More sharing options...
Rossum Posted April 23, 2018 Share Posted April 23, 2018 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. Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/#findComment-1028790 Share on other sites More sharing options...
Lilalaunekuh Posted April 23, 2018 Share Posted April 23, 2018 You can count critters based on the food consumption of the stable. Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/#findComment-1028797 Share on other sites More sharing options...
Oozinator Posted April 23, 2018 Share Posted April 23, 2018 3 hours ago, Lilalaunekuh said: You can count critters based on the food consumption of the stable. Yes, but you have to do it manually. OP searches for an automated solution.. Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/#findComment-1028818 Share on other sites More sharing options...
BlueLance Posted April 23, 2018 Share Posted April 23, 2018 Having a room set as automatic would be great. 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 Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/#findComment-1028822 Share on other sites More sharing options...
Gurgel Posted April 23, 2018 Share Posted April 23, 2018 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. Link to comment https://forums.kleientertainment.com/forums/topic/90086-animal-lifetime-and-auto-replenishment/#findComment-1028845 Share on other sites More sharing options...
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