Lilalaunekuh Posted March 30, 2019 Share Posted March 30, 2019 I would like to start a list with "little" things that bug you (or maybe us all). My goal isn´t to start a 2. suggestions forum or just bring up the same content again. => I just want to start a list of little inconistencies and other sought after features (with a low effort to implement). My personal list: Spoiler - Disable autodesinfect/autorepair tool (Annoying to select these options on every building^^) - Split some tasks or implement an useful order. (We talk about making mechatronic engineers build job related buildings first (maybe just if the sub-priorities are equal) or let the electronic engineer do the tune up before running a manual generator. Rimworld suffered the same problem and most people fix it by downloading a mod to show more detailed priorities.) - A way to deal with unused databanks and artifacts (It´s genetic ooze, so even something like a compost button would do the trick. But I would prefer something else.) - Let us apply more than one skill point (/job perk) at once (If I can accumulate so many skill points, why shouldn´t I be able to just click a t3 job and have the previous ones automatically allocated.) -Remove the empty conveyor rail check box and/or really imlement it. (- Maybe reimplement the auto-prioritize feature based on the chosen hat.) - "Compost all stale food" option/button (Sometimes my duplicants will store stale food inside a fridge, where it will stay forever since my duplicants will prefer to eat "fresh" food) So please post the little things that bug you, so we can bring some more attention to this before the last QoL update goes live. (And try not to post something like changing the water sieve, which would imply changing a whole game mechanic / axiome.) Your input: Spoiler The wall pot currently needs a tile above and below the tile it's attached to. (Remove the restrictions completely or adjust to the needs of the building: A wall pot can use up to 2 tiles above it if you plant a wheezewort inside, but will never need a tile below.) Let us compost balm lillies like other plants storage list resets to the top when you expand a category some screens use right click hold to pan, others use left cancelling an overlay when panning with the right click Many buildings activate an overlay when constructing, but cannot cancel the build from same overlay (sensors, batteries) no groups for dupes. have to apply all settings individually Add a health slider to the Med Cot so we can set a threshold at which injured dupes will automatically seek medical care. It would be nice if ladders were either not broken by meteorites, and/or were not usable while broken. Either allow us to build mechanical airlocks out of ceramic or insulation, or add a standalone insulated airlock to the game. Implemented: Spoiler Let us deconstruct wire bridges using the power overlay. An option to name storage bins. Deconsturcion icon for conveyor rails/buildings in the conveyor overlay. Always show progress bar on Geysers once analysis has started. Let "Wall pots" and "Corner moulding" behave the same Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/ Share on other sites More sharing options...
Glassyfo Posted March 30, 2019 Share Posted March 30, 2019 The wall pot currently needs a tile above and below the tile it's attached to. That requirement should be removed. Balm lilies can't be composted. That should be changed also. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171740 Share on other sites More sharing options...
Nostas Posted March 30, 2019 Share Posted March 30, 2019 - Disable autodesinfect/autorepair tool - Let "Wall pots" and "Corner moulding" behave the same ^This, why is this not a thing? Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171754 Share on other sites More sharing options...
JohnFrancis Posted March 30, 2019 Share Posted March 30, 2019 After you analyze a geyser or vent to determine dormancy you should also get the average output in grams a second. Should be simple to implement. Once you have researched a planet and rockets you should have something in game that allows you to calculate fuel cost. Currently the only options are wild guessing or a third party web site. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171783 Share on other sites More sharing options...
Sasza22 Posted March 30, 2019 Share Posted March 30, 2019 1 minute ago, JohnFrancis said: After you analyze a geyser or vent to determine dormancy you should also get the average output in grams a second. Should be simple to implement. Also analyzing a geyser should show the progress when the dupe is not there and some sort of poercentage or points so we could roughly determine how long it will take. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171785 Share on other sites More sharing options...
Gus Smedstad Posted March 30, 2019 Share Posted March 30, 2019 You can work around the Mechatronics and Tune Up tasks pretty easily right now without adding any features. Just set those tasks to a priority of 6, and they'll get done before any similar tasks unless you specifically set them to a high priority. If you set task priorities for Dupes - which I do - you have to be careful that your Mechantronics engineers have "build" set to their highest priority, at least equal to any other tasks. I'm not sure what the tune up task is considered. Operate, probably. I'm not sure why you'd ever have unused artifacts. They're high decor items, higher than any other 1 x 2 item when placed on a pedestal, including 1 x 3 Masterpiece statues. Surely you can find space for them somewhere. Or you can deliberately drop them on a tile using a pedestal, in which case they contribute decor but don't take up space. While I think assigning multiple skill points at once makes plenty of sense, it seems like a fairly low priority feature. In practice, I suspect that we'll be assigning skill points as fast as we get them. You'd only use the multiple points at once feature if you mind-wiped a Dupe to unassign all skill points. Time with the new rules will tell. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171801 Share on other sites More sharing options...
mathmanican Posted March 30, 2019 Share Posted March 30, 2019 @Gus Smedstad, I like the new profile pic. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171833 Share on other sites More sharing options...
Lilalaunekuh Posted March 30, 2019 Author Share Posted March 30, 2019 2 hours ago, Gus Smedstad said: You can work around the Mechatronics and Tune Up tasks pretty easily right now without adding any features. Just set those tasks to a priority of 6, and they'll get done before any similar tasks unless you specifically set them to a high priority. Ever tried it with the tune up buff ? The last time I tested it: Setup: Priority 9 power control station / priority 8 hydrogen generator and manual generators at 5 and 6 => The duplicants produced the microchips and than just run the manual generators. (Seems tune up doesn´t use the priority of the generator.) 2 hours ago, Gus Smedstad said: you have to be careful that your Mechantronics engineers have "build" set to their highest priority, at least equal to any other tasks. Ok, if we assume there will be an auto-prioritize feature again (or some job based prioritization) => Why isn´t the default setting for mechatronic engineers "build" instead of "operate" if everyone wants them to build conveyor systems Spoiler Sure, it´s not something we can´t do, but if everyone changes the setting why not change it for everyone ? The whole thread is not about requesting new features, it´s about the little inconsistencies that bug everyone. 2 hours ago, Gus Smedstad said: I'm not sure why you'd ever have unused artifacts. They're high decor items, higher than any other 1 x 2 item when placed on a pedestal, including 1 x 3 Masterpiece statues. Surely you can find space for them somewhere. Or you can deliberately drop them on a tile using a pedestal, in which case they contribute decor but don't take up space. If you ever build a fully automated rocket you will know what I mean xD (But there are many ways to get there^^) Sure artifacts are awesome, but just one of my rockets "produces" an (low tier) artifact every 7 cycles on average. => If you want specific artifacts or matching ones ... or just play long enough you will have to many artifacts. (The lowest tier artifacts could be considered worse than masterpieces in the regard that they have a really small influence radius. => I never use the 3 tile radius artifacts inside my base) The first thing for me would be a way to automatically store artifacts in any way. (Using a pedestal to request a delivery task just to move an artifact feels wrong xD) 2 hours ago, Gus Smedstad said: While I think assigning multiple skill points at once makes plenty of sense, it seems like a fairly low priority feature. In practice, I suspect that we'll be assigning skill points as fast as we get them. You'd only use the multiple points at once feature if you mind-wiped a Dupe to unassign all skill points. Time with the new rules will tell. Yes, most of the stuff here isn´t high priority stuff. But from the standpoint of a software developer, I would assume it shouldn´t take much effort to implement. => If it makes the game "more enjoyable" for some players without a huge effort, why not ask for it Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171885 Share on other sites More sharing options...
mathmanican Posted March 30, 2019 Share Posted March 30, 2019 Remove the need to click on new buildings to get the "newly discovered" popup to go away. Maybe after a few cycles have passed, or after a few additional discoveries have gone on. Some building I don't care to use, but I have to click on them to get the exclamation point to disappear. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171892 Share on other sites More sharing options...
goboking Posted March 30, 2019 Share Posted March 30, 2019 Make refined metals backwards compatible for buildings and tiles made out of metal ore. Let us horizontally flip any building. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171913 Share on other sites More sharing options...
Lilalaunekuh Posted March 30, 2019 Author Share Posted March 30, 2019 55 minutes ago, goboking said: Make refined metals backwards compatible for buildings and tiles made out of metal ore. Would change the game mechanic to a bigger degree and might need some more fine tuning to be fully implemented. => Not for or against it, but think it would be a bigger and maybe even subjective change 56 minutes ago, goboking said: Let us horizontally flip any building. Let us horizontally flip any building without duplicant interaction animation. (At least for now the ones with animation could take some additional work.) Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1171932 Share on other sites More sharing options...
goboking Posted March 31, 2019 Share Posted March 31, 2019 Also... The ability to deconstruct everything within POIs. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172037 Share on other sites More sharing options...
Sasza22 Posted March 31, 2019 Share Posted March 31, 2019 6 hours ago, Lilalaunekuh said: Ever tried it with the tune up buff ? The last time I tested it: Setup: Priority 9 power control station / priority 8 hydrogen generator and manual generators at 5 and 6 => The duplicants produced the microchips and than just run the manual generators. (Seems tune up doesn´t use the priority of the generator.) I`m not sure about that. Last time i had a base with 2 powerplants my setup was: 3 coal generators priority 7 with a priority 6 tune up station on one side of the base 2 nat gas generators with priority 8 tune up station on the other side of the base Observed behaviour was dupes crafting microchips at the prio 8 station then delivering them all the way to the coal gens. Then after that was done they crafted microchips at the prio 6 station and run the other way with them to tune up the nat gens. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172050 Share on other sites More sharing options...
RonEmpire Posted March 31, 2019 Share Posted March 31, 2019 The only thing that seems weird to me or bugs me a little is that you can't have a pretty ceiling and a hanging pot. molding and hanging pot needs the ceiling surface. And the corner molding won't let you place it anywhere that's not a corner. thus the bathroom shower sides that hit the ceiling can't be used as a corner. what makes the matter worst is that - the shower is 4 high, and so you can't reach the 5th tile up without ladders. so crown molding or corner molding in a bathroom just doesn't work out very easily without having to build the ladder first and place the decoration and then delete the ladder to place the buildings inside it. its a tedious process. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172079 Share on other sites More sharing options...
Oozinator Posted March 31, 2019 Share Posted March 31, 2019 I sometimes want something like a "god" hand, to interact with my dupes. To be precise, i would like to grab / throw /slap them hard sometimes. QOL MK3 and seven idle dupes still idle in open doors / outside recreation zone (even when it's a poor one).. So silly ai.. I move them manually outside and they come back into that spot!! Moved outside.. And back (third time(tested) only one dupe is back, the other is at the lockers a bit left, wtf.. lol after ten seconds left dupe walks back into ice biome. I really would like to lock them there and let them freeze to death now.. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172185 Share on other sites More sharing options...
Oozinator Posted March 31, 2019 Share Posted March 31, 2019 18 minutes ago, nonoxyl said: Haha! Like Black and White. Use it to train your dupes with severe negative reinforcement. Dungeon Keeper - Imp interaction ^^ Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172189 Share on other sites More sharing options...
d2hmakh Posted March 31, 2019 Share Posted March 31, 2019 2 hours ago, Oozinator said: Иногда я хочу что-то вроде «божьей» руки, чтобы взаимодействовать с моими парнями. Чтобы быть точным, я хотел бы иногда схватить / бросить / ударить их сильно. QOL MK3 и семь бездельников все еще бездействуют в открытых дверях / за пределами зоны отдыха (даже если она плохая) .. Так глупо, я .. Я перемещаю их вручную на улицу, и они возвращаются в это место !! Переехал на улицу .. И обратно (в третий раз (проверено) только одна парочка вернулась, другая в шкафчиках немного слева, невнятно .. Через десять секунд левый дупе возвращается в ледяной биом. Я действительно хотел бы запереть их там и позволить им замерзнуть до смерти .. They run to the nearest oxygen Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172218 Share on other sites More sharing options...
Oozinator Posted March 31, 2019 Share Posted March 31, 2019 4 hours ago, d2hmakh said: They run to the nearest oxygen They walk back into that spot.. Even when the dupe on the left recovered breath on the ladder - walks back.. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172357 Share on other sites More sharing options...
Gus Smedstad Posted March 31, 2019 Share Posted March 31, 2019 On 3/30/2019 at 2:08 PM, Lilalaunekuh said: If you ever build a fully automated rocket you will know what I mean xD (But there are many ways to get there^^) I've built several fully automated rockets, and didn't feel like I wanted throw the artifacts away. I built a hallway full of pedestals for artifact storage, and then moved them later on to other pedestals in my base. Even if you had thousands of artifacts, there are always places to put them. It's not like colonies are lacking for space. A better argument might have been "I don't care about decor," not "there's no room for the artifacts." In which case, just let them sit on the rocket pad, if you can't be bothered to assign them to a pedestal. On 3/30/2019 at 12:56 PM, mathmanican said: @Gus Smedstad, I like the new profile pic. Thanks. It's one made years ago but haven't used recently. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172455 Share on other sites More sharing options...
Lilalaunekuh Posted March 31, 2019 Author Share Posted March 31, 2019 Just now, Gus Smedstad said: Even if you had thousands of artifacts, there are always places to put them. It's not like colonies are lacking for space. Give me an entry on the ore dumping station and I would be happy (Just asking for a solution without continuous player interaction and without artifacts pileing up in my rocket silo.) Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172458 Share on other sites More sharing options...
Gus Smedstad Posted March 31, 2019 Share Posted March 31, 2019 17 hours ago, RonEmpire said: the shower is 4 high, and so you can't reach the 5th tile up without ladders. I hate 5 tile high rooms for that reason. Every time I want to make a change to the top tiles after it's built, I have to either tear out ceiling or destroy a building a put in a ladder. There a couple of buildings that are 5 high, like the molecular forge, so you can't avoid it then. Sometimes it feels kind of important to put an auto-sweeper above a 4-high industrial building like a metal refinery. I generally don't bother to do it just for decor reasons, like putting in pots or crown molding. Crown molding has a limited range, anyway, and doesn't add all that much. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172463 Share on other sites More sharing options...
JohnFrancis Posted March 31, 2019 Share Posted March 31, 2019 Several suggestions I support are lumped in with one's I'm not so crazy about. Excuse the spam as I put in individual listings so people can vote with their likes. Adjustable auto save slider. I don't need to save every cycle once every 5 or 10 would usually be more than enough. Say 1 to 20 cycles auto save slider in the settings. Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172477 Share on other sites More sharing options...
Lilalaunekuh Posted March 31, 2019 Author Share Posted March 31, 2019 13 minutes ago, JohnFrancis said: Several suggestions I support are lumped in with one's I'm not so crazy about. Excuse the spam as I put in individual listings so people can vote with their likes. That was my first idea, but last time I saw had a problem when I started with a poll right away, while asking for input. => Always open for your input, so could you elaborate further what you like/dislike Spoiler I am not all-knowing neither may annoy me the same stuff that may annoy you/someone else. => I need a poll But if I start a poll with just my ideas and just add new options, the old ones will always have more votes or many will not bother to change their vote ... => Start after gathering input. PS: Yes, what I add in my top post is a bit subjective, but I want to add all options to the new poll (if I don´t forget one ^^). 13 minutes ago, JohnFrancis said: Adjustable auto save slider. I don't need to save every cycle once every 5 or 10 would usually be more than enough. Say 1 to 20 cycles auto save slider in the settings. Hope the game doesn´t need the daily halt for some internal calculations further than saving. I (and maybe many others^^) would be really happy about something like that. (And the list reset on compactors was/is already added in my top post.) Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172482 Share on other sites More sharing options...
JohnFrancis Posted March 31, 2019 Share Posted March 31, 2019 Suggestion : "Storage list on containers resets to the top when you expand a category" This is very annoying to deal with, especially as it is hard to remember the categories half the items belong to, I'm looking at you steel and ceramic. Should be easy to fix. Spoiler 4 minutes ago, Lilalaunekuh said: (And the list reset on compactors was/is already added in my top post.) Yes and i just stole it and added it as a single post entry The reason being if I scroll through the first page of this thread I can see the popular liked suggestions. I am trying to limit my suggestions to one per post, if people agree they like, if they don't care they do nothing. The most liked changes/suggestions are the will of the masses. Currently they are (Deconstruct POI, remove the ! beside new tech, Geyser output in g/s and in game rocket calc) Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172488 Share on other sites More sharing options...
Lilalaunekuh Posted March 31, 2019 Author Share Posted March 31, 2019 One per post seems fine, could be helpful before I start the poll. (To order/group the suggestions a bit more. But I want to go mostly for the little UI things like the compactor and not (in my eyes) bigger changes like the save cycle change. Since I don´t really know the needed effort and I like the idea, I will add it for sure.) Link to comment https://forums.kleientertainment.com/forums/topic/104330-little-changes-huge-impact/#findComment-1172490 Share on other sites More sharing options...
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