![]() ![]() If a pip has hunger 0%, thirst 50% and fun 0%, it will walk to a berth, get hunger, THEN GO GET A DRINK cause drinks are close. pips will take close satisfaction over critical satisfaction, looping around food/bed and ignoring crits They are 50% angry by the time they get to work, get unreasonably angry, leave work and quit cause they are at 100% anger. But if not, they leave, get a drink, get sleep, motivation is up, anger resets, SO THEY GO BACK TO WORK with 0% FUN. Sometimes they just leave work, get unreasonably angry and quit. They stay at the workplace until motivation is low, meanwhile food 0% sleep 0% health 0%. L5 pips have so much motivation that they go back to work even though they have a 0% stat. L5 pips have so much motivation they go back to work with 0% food These bugs tell me you never played the endgame. I even have "employee has quit - promotion". They want to get promoted, they lose stats, they get angry and then quite in spite of the UI saying all is well. Well you might have shut them up, but that didn't fix them wanting it. I saw 1.4.2 patch saying "fixed so pips at L5 no longer want promotions". L5/5 pips still want promotion and will leave ![]() I use a software to redo my keys to play this. I tried to rebind arrows to camera and it says "print screen". Add an entry in the manual about rebinding using the config file. Seriously, why even hard code keys, just make a rebind external tool as you develop and add the UI later. Controls do not rebind and are buggy to rebind You say "hold shift" but you mean left shift and my controls are rebound. THIS IS WHY the drop/pick up thing is here, so if you select a stack of garbage it can do things like mass-drop it. Like above but not even hold shift when garbage is selected. There is NO reason to individually deploy garbage in the recycler. it is easier, but add a "10 garbage" and "10 damaged goods" object and, when shift+dropped into recycler, if there is room, do it. I know it's DoCheckCanBeDropped() and you call it repeatedly cause. There is NO reason to not drop an entire stack with Shift Why is this separate from above? Well, because the place mode/get mode I complained above is exactly what this is supposed to prevent. Related to above, if you place items into the cargo hold with the UI open, you pick up items from the hold. Placing items with the Cargo Hold UI open picks up things from the cargo hold To reproduce, open cargo hold UI and hold down mouse button anywhere and stuff pull pop into pattern buffer. If you pick from the hold, it also picks up from the hold. If picking up from the floor with the Cargo UI open it also picks up randoms from the hold. If you have the cargo hold open and you hold down mouse button, the auto-repeat action picks up other things from the cargo hold (video available). Picking up items from the cargo hold UI picks up other things. I saw latest patch makes it faster, but it is very slow and it goes slower in large bases. There is no reason to put garbage on top of a crate or a fuzzer. Startopia had it right, if under cursor good, if not under cursor place, plus IsValid combination of receptacles. My favorite game is to start on an empty base with very long or no end conditions and just try to solve problems and build.Īnd as an opening, can I say, this captures the original very well. He's not very happy with it, I saw the reviews, but they're all plebs. I almost forgot about this game, then a friend had it and I thought I'd give it a go.
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