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Small changes/requests list


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I haven't had the time to play a lot yet, but from what I've seen there are some things that could use a little fix/change (I'm including those I've seen on the forums here). I thought maybe others would also like to share what SMALL changes they would like to see. Not big or complicated suggestions, but adjustments/options that could potentially happen and be easy to implement. I'm sorry if such a thread exists, I must've missed it in that case.

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- an option to tick "no boulders" in the asteroid creation to avoid needless rerolling (if someone doesn't want them they will reroll until they're absent anyway)

- a kitchen room bonus

- option to build "natural" tiles without using Sandbox or Shove Voles (way too inconsistent and bitchy to create actual neat-looking, efficient designs and that's what ONI is about for many of us :) )

- list existing biomes on each asteroid type in-game (for new players/players who don't go to the forums a quick overview would be neat)

- an asteroid option that has a guarantee to include all the possible biomes for maximum diversity and exploration of ALL the goodies

 

I'd be happy with some more world building control, similar to how Don't Starve has it. 

What do you mean "kitchen room bonus?"

You can build dirt tiles "easily" with dropping small amounts of organic materials on the ground, then cooking them to dirt.

More detail would be nice, but not really necessary. Those of us that want the information, can find it pretty easily. 

Rime has all biomes.

If I may add..

- on screen display of asteroid type

 

Reasoning:  I foresee a lot of new players coming to the forums with screenshots of their base asking for help.  First question is always going to be "which asteroid type are you playing?"  They could even come up with some cool way to tell, like use a different clock texture for each world type or something.

45 minutes ago, Ellilea said:

-list existing biomes on each asteroid type in-game (for new players/players who don't go to the forums a quick overview would be neat)

- an asteroid option that has a guarantee to include all the possible biomes for maximum diversity and exploration of ALL the goodies

That might be a bit tough, especially the latter for there are 53 implemented "subworlds" (what we refer to as biomes) and apart from Rime, which has 21 of those, others still have 14 to 16. My humble suggestion would be to then go for the major 8: Barren-Forest-Frozen-Jungle-Marsh-Ocean-Rust-Sandstone. None features them all fully. All but Rime have 5 of them, Rime itself has 7 or rather 6 and a half because no Space Kittens (Care Packages may help).

I.e only Badlands has Barren, neither Forest nor Rust are on Terra, Oasis has no Frozen, the Jungle on Rime has no Drecko (as does the whole world not), Badlands has neither Marsh nor Ocean, the Forests Worlds have no Sandstone 

33 minutes ago, Nitroturtle said:

If I may add..

- on screen display of asteroid type

Well, rather than showing what build one is playing on after release (it is common for that to disappear upon it anyway), there can than be written the "coordinates" which after all also includes the seed

1 hour ago, Ellilea said:

- an option to tick "no boulders" in the asteroid creation to avoid needless rerolling (if someone doesn't want them they will reroll until they're absent anyway)

fight not the Symptoms but the Illness, apart from that the traits are bound to the seed number, they really should just become half size and maybe a tad more valuable. One would not avoid them if they were not 4 stories tall.

9 hours ago, Ellilea said:

...

YES! To all this! 

Need a Kitchen room and I'd love a research room, and a storage room too. I don't exactly know or care about bonuses so much as I just like  the blocks of color when you check the rooms. Makes a room feel complete and the base feel more tidy.

10 hours ago, Ellilea said:

- option to build "natural" tiles without using Sandbox or Shove Voles (way too inconsistent and bitchy to create actual neat-looking, efficient designs and that's what ONI is about for many of us :) )

this one is already present in game. just have to heat a bit of algae.

 

3 hours ago, catsRjerks said:

this one is already present in game. just have to heat a bit of algae.

Yes but an easier way that doesn't require large scale deconstructions, but maybe a simple command unlocked with late game research (or late game farming skills?) instead. This is even more tedious than the process of planting wild seeds.

Perhaps "landscaping" (the ability to build natural tiles) could be a high-tier architect skill.  The architect skill tree could certainly use something more than just stat boosts to liven it up, and I'd love to be able to build algae tiles (the closet thing we have to "grass") in my arboretum.

6 hours ago, BaloneyOs said:

Yes but an easier way that doesn't require large scale deconstructions, but maybe a simple command unlocked with late game research (or late game farming skills?) instead. This is even more tedious than the process of planting wild seeds.

 

5 hours ago, Ellilea said:

Yes, and also logically dupes should be able to pick up some dirt and put it elsewhere :) 100% fine with it requiring a leveled-up farmer, but it's just the kind of thing that should not require rocket(ry) science to do.

fair enough but i still think some difficulty level is required considering the rewards (infinite free food). It's the same idea as crude > petroleum in a refinery vs in a boiler. one is easy but with -50%, other offers more rewards but very difficult to setup.

12 hours ago, lilibat said:

Need a Kitchen room and I'd love a research room, and a storage room too.

I would choose the following boni:

1. Kitchen:  I see 2 major ways to go here

- Plain cooking speed increase

- Reduce food deterioration (A "clean" kitchen helps with the short time everything ends up on the floor^^)

(I prefer the 2. solution since the biggest impact would be early and late game with sweepers close to none existent.)

 

2.Research room:

- A plain research speed buff seems a bit odd but would be possible.

-How about making a research room a requirement to run a supercomputer/virtual planetarium.

 

3. Storage "room":

-My suggestion would be a decor boost, so just to encourage us to build smaller room-like storage areas.

 

22 hours ago, Ellilea said:

- option to build "natural" tiles without using Sandbox or Shove Voles (way too inconsistent and bitchy to create actual neat-looking, efficient designs and that's what ONI is about for many of us :) )

OK, there are a couple of ways to create natural tiles. But I would prefer them to stay as they are, so nobody is just planting rows and rows of "wild" plants as free food.

(Not hard to build a conveyor rail, load up some algae or slime and heat it to above 125°C.)

Spoiler

We have plenty of opportunities to plant wild plants, but most of the time we can´t build large perfect rows.

=> It should be a lategame gimmick to just use perfect planted wild plants with sweepers so you don´t need farmers anymore.

 

25 minutes ago, Lilalaunekuh said:

3. Storage "room":

-My suggestion would be a decor boost, so just to encourage us to build smaller room-like storage areas.

I like the idea of a storage room. How about adding some "storage access" building and a storage container. A room would then be a storage room if it has precisely 1 storage access and no other buildings in the room other than the storage containers. Dupes wouldn't interact with the storage containers, but the storage access building would act like a storage compactor and will gain capacity for each storage building in the room.

A setup like this would be nice because it gives dupes less places to pickup/store items, hence gaining more FPS without making one of those modded storage solutions, which mostly feel like cheating.

10 hours ago, goboking said:

Perhaps "landscaping" (the ability to build natural tiles) could be a high-tier architect skill.  The architect skill tree could certainly use something more than just stat boosts to liven it up, and I'd love to be able to build algae tiles (the closet thing we have to "grass") in my arboretum.

This sounds like a great idea. Make landscaping mass negative so that it's far less abusable than having the default 100% efficient deconstruction. Probably should also restrict it to certain materials such as dirt, ice, and clay since it makes less sense to be able to "reconstruct" stuff like natural granite.

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