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What Quality of Life features are still needed?


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We're in the final stretch of Early Access, so drastic changes aren't likely.  That said, what missing QOL features (optimization issues are an entirely different animal) do you feel should be included in the release version of the game?  Here are a few off the top of my head.

  • We should be able to deconstruct all POI features.
  • The lists on the right side of the screen can be intrusive when trying to get anything done on the right side of the asteroid.

What else do we think the develops should take a pass at before launch (time permitting)?

Something I'd like to see addressed is the horrible imbalance in the different geysers.  It would be nice if they buffed the weaker ones to be on par with the better ones.  I can't help but feel like it's just a wasted geyser slot taken every time I see a H2, PO2, or CO2 vent.  I'd welcome the challenge of making use of the additional geysers, but their output is such that it's not even worth the trouble most of the time.

I got some minor UI gripes, like the hat not being selectable after assigning skill points (from the big hat image but can be selected from the dropdown menu next to the dupe portrait).
Geyser info being presented in a way it`s hard to understand (just give us the average).
Fixed output temperatures should be mentioned in the building description.
Oxygen diffusers and other oxygen buildings turning on and off in overpressure making their status impossible to read.
Auto wrangling critters being unintuitional and working on wild ones for some reason.

To add to fixing the side bar, it should have some kind of background.  It's really hard to read your supplies when there's lots of stuff behind it, so I always need to find somewhere in my base where I have a good dark background to read my supplies.

Disable Disinfect Drag Rectangle.  Just have an Enable/Disable Disinfect selectable in the Disinfect Buildings (I key)  button similar to how it is in when we click the Harvest button (Y key).

Ability to put Drywall behind tiles.  Really sucks building in space where you want to place an airflow tile so the gas in your battery bank can flow properly and instead it just vents into space.  I'm fine if Tempshift plates don't go behind tiles, but I feel like drywall should.  You have to know your setup exactly when dealing with space because changing it means repressurising it, unlike everywhere else on the map.

Conveyor Rail Filter or Rail Item Sensor.  It isn't necessary, but it's such a pain trying to sort stuff from a rail.  A Drecko Ranch will produce Eggs, Meat, Phosphorite, and Reed Fiber or Plastic.  So sorting that out requires either have 4 loaders and 4 rails to keep it separated, or running one rail and then having a main sorting room.  I've always opted for a sorting room cause it doesn't make sense having 4 loaders per ranch when I can just have 1 and sort it later.  In either case though, it's quite a pain vs dealing with gas where you can pipe whatever gas through a filter and only the correct one will go the direction you want.  Auto sweepers are clearly smart enough to pick up only that plastic in a sea of phosphorite, so why can't a sensor do that also?

8 minutes ago, DemainaNyx said:

Conveyor Rail Filter or Rail Item Sensor. 

Pretty much most of Sensory Overload, including a full set of sensors for rails. I added mass sensors for gas/liquid/rail, which is also something, which is quite useful, particularly because they contain code for detecting empty and full pipes with perfect reliability.

1 hour ago, chromiumboy said:

I'd love it if the life time average output of geysers were included in their tool tip. As well as if industrial machines were flagged as such. Mass flagging objects for enabling / disabling, auto repair, etc

there is a great mod to show geyser output.

3 hours ago, Nitroturtle said:

Something I'd like to see addressed is the horrible imbalance in the different geysers.  It would be nice if they buffed the weaker ones to be on par with the better ones.  I can't help but feel like it's just a wasted geyser slot taken every time I see a H2, PO2, or CO2 vent.  I'd welcome the challenge of making use of the additional geysers, but their output is such that it's not even worth the trouble most of the time.

Feels like geyser balance was designed to be asymmetrical to begin with, even more so now that we now have map choices that are asymmetrically balanced as well. It's nice that it gives dynamic, and I think maps and numbers not being "perfect" enough for players will always be an issue. Even if only half the geysers per map were usable that still amounts to 5 or 6 good quality geysers.

Personally I find it more "imbalanced" that I RNG'd a geode with gold amalgam on Arboria.

Fix the design flaw with rocket detection being random and depending on sensor power, count and exposure.

It's just plain objectively wrong to have it depend on in-game elements when the player can manually open the door in time. It's tedious to do so, which makes the game worse, but doesn't make it harder.

It's literally just negative QoL, so making rocket sensor work like all other sensors would be a QoL enhancement.

18 minutes ago, PhailRaptor said:

PoIs, especially Geyser spawns, need a bounding box to prevent them from overlapping and overriding each other's features.  Like, you know, the Geyser itself...

I haven't seen overlap of PoIs in the new testing build.  Then again, I haven't fully uncovered many maps yet,so maybe they still do.

6 minutes ago, KittenIsAGeek said:

I haven't seen overlap of PoIs in the new testing build.  Then again, I haven't fully uncovered many maps yet,so maybe they still do.

I have seen plenty of evidence that Boulders will override anything.  And there was no mention of such a change made to existing PoIs in the patch notes.  Both together are highly suggestive that there was no change made.

Did any of the old bug reports on the subject ever get their status' changed?  I'm not sure we ever received any insight from the devs if they are ok with this behavior or not.

8 hours ago, 7 and 4 said:

We have ethanol, but no drunk dupes.

That's not acceptable.

a mini bar in the Break Room would be perfect for de-stressing Dupes during their downtime.
Additionally, adding Alcoholic, or Sober (something like that), to the traits.. allowing for the over-consumption, or never touching the stuff.

Method to plant wild seeds without needing to deconstruct containers. Just keep the 3 day spawn period after manual planting and don't allow manual upside down planting so that pips are still just as useful.

Late game alternative to pitcher pumps. This game is about engineering marvels but dupes never move past using the equivalent of a well for manual water access? Why is it so taboo to use tap water for something other than washing hands?

Separate permissions for supply tasks between dupes and auto sweepers.

Supply permissions based on temperature and weight.

Quote

Method to plant wild seeds without needing to deconstruct containers. Just keep the 3 day spawn period after manual planting and don't allow manual upside down planting so that pips are still just as useful.

Conveyer Drop off., Receptabel set to seed and  round robin crossways. 

But honestly just construct storages on the tiles you want is somewhat easier. setting them to one seed and prio 9 makes sure every place gets a seed from storage and its most often faster then rails.

To prevent pick up of seeds: Have on dedicated Seed storage (omit seeds that you aren't targeting for "wild" planting like mealwood) and set it to sweep only while working on the wild farm. 

 

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