A Sensor gives also a flat bonus of 10% for each region, even not in range. Stacks 10 times, so 100% with that
I have not seen this stacking. With 2 sensors, I see a 10% bonus for sectors out of range of both, not 20%.A Sensor gives also a flat bonus of 10% for each region, even not in range. Stacks 10 times, so 100% with that
I have not seen this stacking. With 2 sensors, I see a 10% bonus for sectors out of range of both, not 20%.
you are entirely correct, and i was wrong previously.Pipes and cables can be destroyed when a meteorite hit them!
I had a meteorite storm directly at my colony site once and had to rebuild many cables an pipes. Since then I always place at least one oxygen- and watertank and one battery directly beside each dome as emergency supplies.
I should think the new passages make dome specialization much more viable now, without having to fiddle constantly with colonist filters and reassigning peeps from dome to dome. Just my guess here, but I'd say that given utilization numbers, yes, probably every dome needs a clinic until you can build a medical spire. Since that takes care of way more people, one spire can probably handle, I dunno, maybe up to 3 domes worth of people?This is very helpful. So with the passageways that link domes now in the game, do I still have to keep a clinic or other life helping buildings in every dome?
Does short staffing the clinic have any effect on the amount of health/sanity restored?The thing about the clinic though is it really doesn't use that much space and can function okay with as few as one worker for each of two shifts.