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Agree with OP. Why can't we build a walking tunnel to get peeps from A to B?
 
Why do you want to make the bigger domes pointless?

Research the mega dome if you want one big dome, instead of separate island domes.

I don't really agree. Megadomes aren't all that useful since you pretty much have to spread out to match the RNG of resource deposits. A network of smaller domes is just inherently more functional to fit into available spaces, work resources and not block others.

Plus I've noticed the AI really struggles to keep up with the demands of bigger domes. Both with shuffling supplies about and actually assigning colonists to open jobs. I've had several situations where a dome has 100+ colonists, 3-4 unemployed and 8 or so vacant work slots. They just sit there for sols.
 
Why do you want to make the bigger domes pointless?

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Hello! I don't think that being able to connect domes or having colonists use nearby domes would make bigger domes useless. It could be used as an early game strategy, when bigger domes are not yet available, but would in no means compromise the ability to do so later in the game. Cheers!
 
This whole situation is baffling. There's no reason domes should not be interconnected. This smacks of the kind of deliberate design decision where someone in a position of power is saying "no" to a series of very sensible proposals because of "muh vision." Stupid. Fix it.
 
Domes are interconnected in a sense if you apply the filters CORRECTLY, people will move around eventually and you can order them to move.

Also cable and pipe only need to connect the adjacent dome nodes to start sharing power/water/Ox.
Some youTubers did not realize that dome itself functions as cable and pipe.
 
Domes are interconnected in a sense if you apply the filters CORRECTLY, people will move around eventually and you can order them to move.

Aside from the fact that colonists will often swap domes in stupid situations and can even die trying to run an impossible distance migration isn't the primary issue. The issue is that colonists will never visit another dome to use its services, or commute to another dome for work. You can have two domes right next to each other, one with a hospital and one without, and the colonists of the one without will sit there sick and never travel to use the other. Same goes for diners, bars, casinos, art shops etc. It makes very little sense from an immersive point of view and mechanically it means that rather than feeling like you're building an actual thriving settlement you're really just popping down a bunch of generic domes all the time. The options for specialising are really limited because pretty much every dome needs the same combo of diner, store, school, nursery etc.

The decision the devs have gone with is that for some reason availability of services is a completely binary option. If there is a service in your dome then you benefit completely from it. If there is not then you get a full penalty. It would be far better if, like most city builder games, the level of benefit a service gives an individual colonist is proportional to the distance between their home and the service. This would allow us to build huge, sprawling settlements of interconnected domes, each a unique neighbourhood that services its neighbours in some way, rather than what it currently feels like which is a series of bland, mostly independent villages.
 
This whole situation is baffling. There's no reason domes should not be interconnected. This smacks of the kind of deliberate design decision where someone in a position of power is saying "no" to a series of very sensible proposals because of "muh vision." Stupid. Fix it.
Not necessarily. Maybe the devs just couldn't be bothered.