"Problems I did not anticipate :D I'm really looking forward to that" Damn, I could learn a lot from that approach to life. Also! Kudoss, love the second episode. I'm super excited to follow along with you :) Have a wonderful day!
6:00 if you don't make it 3 deep, it might not always be in co2, i do 1 more deeper and put 2 ladder on top. Maybe not that big of deal early and in a normal base without po2, but there will be some po2 just coming close and spoiling it bit by bit. See, look at 13:00, "it's in co2", only 1 tile of po2 is needed to mess it up, you can read "pollution exposure" and not "sterile env". btw those 3 wild slug to the left are interesting, just put a door then dig, 3 piece of cable and you are set for early power. You also broke the barrack bonus, get rid of 1 ladder and put a door. It's ugly but it works. Sorry for the backseating, i just love this game and i like following along. i hope you don't mind.
Next to the research station you could build the deodorizers one tile higher - so the dupes do not have to climb over the tiles every time they have to pass. I had fun watching! Thanks!
it would be interesting to have magma inside hotel in future like museum. Or rock... Maybe a school that teaches about substances but it would be able to be a bit hard.
Until you build a dedicated research room, if you swap the research station and advanced research stations around, they'll both receive the "lit workspace" buff. I find it helpful in the early game.
I thought it was where the dupe stood. With the advanced station, they stand on the left-of-center tile. If I'm wrong, sorry. Thanks for setting me strait.
@@Mr402TA Unfortunately it isn't where they stand... it is normally where the power plug is. You can tell for sure for each building by moving the build ghost around with your mouse and see where the mouse pointer is over the building. Bed, it is at their feet, not their head !?! Rock crusher is another that he stands completely not where he is... and enclosed telescope. Also proof that a dupe's head is in his A$$... The dupes point for decor is the floor tile, not the tile with his head.
Another great episode! Its amazing, how many things are going slightly wrong, when the game is played. In my case I always think: man, that was a bit stupid. Normally not a big deal, but when you record and share it - somewhat shameful 😅
I would never take that meep in a late-game run. Late game I want the dupes to have three loved skills that they will do and mostly positive traits. STR is also relatively easy enough to set up a training area for if going late game.
Start of the game you get a "new game" reduced stress for a few cycles, then it is important to get your room bonuses as a high morale gives a stress reduction. Keep the number of learned skills low at first also. Ensure you have enough downtime so they eat/sleep/toilet. Later in the game you keep adding stress reducers, carpet, leisure activities etc...
(Yes to Nathan´s answer, but I want to add: it also depends on how many dupes you have - the more the likely it becomes that they will work on these machines sometimes at the same time.)
@@Nathans-Sandbox ah, ok, to me the hats are just not informative, I prefer to name my dupes: "Farmer 1", "Digger 1", "Digger 2", "Builder 1" etc. to me that is way clearer then the hats
They have to disinfect them almost every cycle, interrupting their work. It adds no benefits since they should wash their hands after a toilet visit either way.
@@Nathans-Sandbox oh that makes so much sense! I’ve been playing this game for like 2 or 3 years now, on and off onbviously but I never been able to get far, I’m finally taking my time and learning all the little things thanks to you and now I can finally really enjoy the game