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What Quality of Life features are still needed?


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On 6/30/2019 at 3:26 PM, goboking said:

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)?

How about an option to exclude the POI all together?

The list should be optional and movable, but maybe just a summary screen of resources available in the colony summary and configurable alerts, so you can set it to alert you when coal or whatever is running short :D

dont' have to assign again desctruction tool to "building only" each time I reload a game

dont' have to assign again default priority for building each time I reload a game

a way for mass disabling auto disinfect

an option to mark places on the map and assign keyboard shortcut for quick camera access

an option to enable global warning when some ressources go under a threshold (algae, coal, or other critical ressources)

On 2019/7/1 at 5:56 AM, 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.

can't agree more. 

If you have a convener loader in a room give it the option to clean that room. Dubs will load everything in that room into the loader.

Conveyor receptacles should have priority over dubs for picking up an storing items.

Critter sensors should have above an below settings too.

Mark an area with *don´t store* where dubs let material just sit on the floor and don´t store them away....

I'd like Selective sweeping. There are times I only want to sweep one resource out of a dug up area and making a bin that just allows it whenever a dupe has time is a pain. I'd like to just assign like a "sweep all algae" sort of thing to allow a sweeping focus. Maybe I'm doing it wrong but that's something that I have thought about. 

Also the compost thing. I hate having to select the 1000 meal lice my drecko farms drop and assign them individually to compost.

58 minutes ago, Duplo52 said:

Also the compost thing. I hate having to select the 1000 meal lice my drecko farms drop and assign them individually to compost.

Workaround: Conveyor them into a polluted oxygen room, let them rot into polluted dirt, then conveyor that to your compost area. Takes a couple cycles to get up and running but no more manual composting. 

Once my final food processor plant is up and running, I do this with all food I no longer want my dupes eating. 

Blueprints, ever heard of Factorio? Kinda like that. Doesn't have to be that fancy, though a way to easily share layouts between players would be super awesome (like laaarge strings).

Conveyor filter: obviously would need power, like the air/water ones. I don't like the idea of having multiple lines of conveyors for inputs/outputs or filters based on dropping and loading with sweepers (too wasteful in my opinion).

Critter layout: like the farming one but for critter which will tell age, reproduction rate and calories.

Not sure if this has been mentioned, but I would personally love to see some extra adjustments to the new asteroid creation....  Rather than just spamming "random" to get something interesting, it would be nice to have settings for things like boulders, geodes and so on...

A further adjustment to this is required to prevent the current situation of getting both (and often opposing) effects on the same asteroid... I'm talking about things like "Metal Rich" and "Metal Poor" on the same asteroid...  Would also be nice I think to limit the boulders...   I feel like it should be "small OR medium OR large", basically limiting them to only 1 type / size per asteroid, to prevent so many "useless" seeds with 3x boulders and nothing useful :)

There are some really good suggestions in here.  I've got a few more to throw atop the pile.

  • Generators really need a priority setting so we can force our dupes to attend to them as soon as the Engie's Tuneup buff wears off.
  • Microchips and Micronutrient Fertilizer can't be stored, which is kind of annoying.
  • Allow us to select filtration material for buildings the same way we do with refined metals for power control stations.
  • Dupes shouldn't pull material from a storage compactor to supply a building with a lower priority setting.
  • I would like to see a return to the old (very old) gas overlay in which polluted oxygen is an easily distinguishable color.

iaitJKP.jpg

 

On 6/30/2019 at 6:28 PM, DemainaNyx said:

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).

Emphatic +1 to this.

 

On 6/30/2019 at 11:04 PM, Coolthulhu said:

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.

Given that dupes routinely entomb themselves, it's no surprise they can't polite a rocket and operate a radio at the same time.

 

On 7/1/2019 at 4:49 AM, Mindfire said:

Skill point notifications: when you have assigned all the skill points you need to a dupe (example cook that tidys), that dupe carrys on earning skill points and the SP icon shows up showing you have unspent skill points, and will not go because you don't want to spend that skill point....   This renders the whole 'you have unspent skill points' icon (skillsboard/portal) meaningless and you have to keep manually checking the other dupes and start missing out on asisning skillpoints to dupes due to 'alert fatigue ( https://en.wikipedia.org/wiki/Alarm_fatigue )'.

So I end up just randomly assigning skill points to a dupe that is never going to use that skill just to get rid of the icon, which affects morale.. :(

Good call.

 

16 hours ago, situpc said:

I honestly don't get the point of any rec/park areas because of this, they'd all rather stand next to the portal. Do the rec rooms even give a bonus if the dupes don't enter?

They should make the Park Sign (and/or Water Cooler) a rally point for idle dupes.

 

10 hours ago, Beercules said:

How about an option to exclude the POI all together?

Keep in mind that there is a lot of lore revealed through the inspection of POI items.

Another good one would be to fill in the missing (default) key binds:

  • not all build menus have key binds (we have 0-9, -, =, but are missing a few past that)
  • not all tools respect 0-9 for setting priority values (makes sense; conflicts with build menu)
    • maybe better: shift + 0-9 to consistently set priority value for all tools
  • other binds I'm probably forgetting
2 hours ago, goboking said:

I would like to see a return to the old (very old) gas overlay in which polluted oxygen is an easily distinguishable color.

This really isn't necessary now with the material overlay.  In case you missed it, it's F4 then just filter for gas.  Pretty much does what you're asking.

2 hours ago, goboking said:

I've got one more.

  • Allow us to flip any building horizontally.

This. This would finally get the voices in my head demanding symmetry to finally shut up.

With this I shall finally have the most aesthetically appealing base in all the lands!

5b60671f5884b_greasedupe.png.ae57d909021f847ba290fcf262d592cb.png

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