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What Quality of Life features are still needed?


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7 hours ago, DemainaNyx said:

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.

This would be really helpful. seconded!

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.. :(

 

Tooltips as they stand now for rooms granting morale bonuses are confusing. The bonus is listed under requirements as a co-bullet item. This makes it seem like you need that level of morale bonus to get the room.ONI_Tooltip.PNG.977027c1baf82018c3d411c60f8659b9.PNG

And I tested that "Mess Hall" can be achieved with nothing but mess tables and lamps. So no morale granting items is needed.

Edit: This looks to be fixed in the last test patch version. Much clearer.

I would really love for this game to have a "blueprint" layer to be able to simple draw out an outline of what you want your base to look like without actually assigning the jobs to dig/build said objects and tiles. That way you could technically plan out and draw your entire base right from the start of the game if you wanted to and then be able to toggle that layer on and off for reference when you go to actually build the objects and tiles.

Think of it like a creative mode but only for drawing lol the actual building would still have to be done out of real mats and labor

A more nuanced Temperature Overlay, with a few more bands for sub-zero temperatures. This feels more necessary now the Rust Biome exists. That biome is cold, but not as cold as the Ice Biome, and it can heat up more quickly. I've made a suggestion here:

 

The single UI change that bugs me the most right now:

Show us a "comparable" and useful morale requirement.

 

1.thumb.png.c7a5ff5f49ca303c542b50918ab2d693.png

 

Spoiler

It´s annoying to always check how high the "real" morale requirement of a duplicant is.

1. Check the shown morale requirement.

2. Subtract the number of skills which the duplicant got an interest in. (Count skills in the skill screen or open the "Vitals" tap just to look at the morale boost.)

Just to have a comparable morale requirement.

 

If I got 2 duplicants showing 21 morale needed, but one got 9 skills learned with an interest in them and the other didn´t do so.

=> Both show 21 morale required but one is just happy with a great hall, a washroom and a barrack and the other one requires real investment into keeping him happy.

5

(Gameplay wise you could argue if skill points invested into skills with an interest should just increase the morale requirement by one less without changing the current morale, but that´s got other in my opinion unwanted effects.)

=> Just give us a way to compare the "real" morale requirement of duplicants.

Not really a QoL but they still need to completely revamp germs, disease and stress.  They are all just non factors in the game.  I play with them all turned up, ignore them and never really am bothered by them.  A pass over the decor system would be good too, you can safely ignore it until pretty late in the game and it is never really worth doing until you get master level.

As for actual QoL, I'd like a random map function where I don't know what I'm getting into until after I roll my dupes.  It picks the planets and the special features and doesn't show me.

2 hours ago, Lilalaunekuh said:

=> Just give us a way to compare the "real" morale requirement of duplicants.

This information can be seen by hovering over the morale chart. I think it could become confusing if this number was systematically displayed in the main table.

morale.jpg.9fcd53271dd1560cac38626bb1a09a64.jpg

 

On 7/1/2019 at 4:04 PM, w00tyd00d said:

I would really love for this game to have a "blueprint" layer to be able to simple draw out an outline of what you want your base to look like without actually assigning the jobs to dig/build said objects and tiles.

Prison Architect had a perfect implementation of this. Plan out whatever you want to build and when you're ready highlight the portion you want to build and your dupes will start construction, no need to draw over the blueprint again. Also copy & paste building, highlight a room and paste it somewhere else for dupes to build an exact copy of that room. 

On 7/1/2019 at 4:09 PM, Xuhybrid said:

Idle dupes don't go to a nearby Recreation room.

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?

1 hour ago, EnderCN said:

A pass over the decor system would be good too, you can safely ignore it until pretty late in the game and it is never really worth doing until you get master level.

I purposely ignore it because deconstructing every single piece of art just to rebuild it when your artist reaches master is ridiculously tedious. There should be an upgrade function where either a) your artist automatically makes a pass over all existing art to upgrade it or b) you manually do so but by just building on top of the existing art like you can with tiles. 

Area Copy Blueprint, where you can select area and save that build area when you need to replicate it without remaking it over and over again. It becomes more crucial later as you start expanding bases. Sort of similar to debug mode template save. 

1 hour ago, Mariilyn said:
3 hours ago, Lilalaunekuh said:

=> Just give us a way to compare the "real" morale requirement of duplicants.

This information can be seen by hovering over the morale chart. I think it could become confusing if this number was systematically displayed in the main table.

But the currently displayed value isn´t useful for an overview.

 

=> If I need to hover over every duplicant the sort by morale feature in the skills and vitals tab loses its value.

[My point is showing "(moral requirement) - (Interested skills learned)" in any way would be more user-friendly because you could compare all duplicants to the same "currently possible" moral requirement your colony could provide.]

About Skills:
- As new printed dupes would be given 1 skill points, I think the initial 3 dupes should be given 1 skill points too.
- For end game, the skill points become useless, I think there should be some skill don't use up moral, but it can add the stats by say only +1. Then you will still feel there is some growth on the dupes.

About UI:
- the storage bin should be shown with Icon about the items inside, or the player can set the icon shown. 
- showing the conductivity of different material when building tempshift / radiant pipe, etc.
- showing different colour for different circuit under the "power overlay"

About Dupes:
- player shall be about to force a dupes to perform a specific errand. For example we can see the list of dupes in the Errand tab, should be about to "force" a dupe to do that errand immediately.
- priority to enhance a power plant?
- I want to change the haircut / colour in a Saloon building

About foods:
- adding different buffs for different high-end foods, then you can choose which dupes to eat which food. It become more meaningful for the consumables mangement. say some food + athelets but - stamina more quickly, some food + strength but - intelligent, etc.

About Buildings:
- toggles is now useless, as we use the atmos sensor to replace it which is controllable by the players instead of dupes control. So i think the toggle shall change to player control.
- An insulated door is my hope to be included in the base game.
- 120w for the fringe seems slightly more than normal, I think 60W is more reasonable.
- Most tiles can be built directly on top of others, except the farm tile with pipes, not sure if it is intended.
- Some easy way to change the piping without leakage shall be considered. I think the liquid inside the desconstructed pipe shall just be simply bottled, just like oil.
- video game shall support up to 4 dupes.

QoL improvements in general, not just features:

  • More creatures being wranglable, and ranching in general easier to ease into. I get that pufts float, but there's three of them in my ladder space, can't one of you dupes craft a lasso? Plastic for single-use traps is a bit silly.
  • A specific command to plant things wild. Deconstructing storage containers after fiddling with their UI is really annoying.
  • Also on farming, fertilization needed to get current fast growth, and only irrigation required to grow, so it's a bit easier to get into a new farm setup (make lettuce great again etc.).
  • Better UI for designating resources. The current categorized list is pretty terrible to scroll, and having to expand categories to see their contents is not great for finding things.
  • Some way to view resource usage per-cycle besides the basics. I need to know when I'm going to run out of dirt or algae or whatever.
  • Elevators to replace plastic ladders, costing metal and power, so that there's not so much reliance on plastic. Also maybe buff tubes a bit so that eventually you certainly do want plastic for transport.
  • Balance pass of power, since right now certain things like mechanized airlocks use a bit much compared to early machinery.
  • A machine to turn dirt into sand (it already does so when heated up a lot, and would be nice to use compostables to make sand rather than rock).

For the memes:

  • Volgus
  • Dupe job clothing
  • Nuclear power
  • FIRES!!!

Now I know what you're thinking, "by gosh watermelen, those are entirely new features! not QoL improvements!"

And to that I say....well it'd improve my quality of life... :wilson_cry:

Spoiler

Dare I say it'd improve quite a lot of people's quality of life here. :wilson_curious:

The rock crusher is too tall, and doesn't allow for proper light or motion sensor placement above it.

The Rec buildings contiue to say "Out Side of Recreactional room" even when the room has converted to a Grand Hall.

Why do Algae Terrarium drop polluted water?

I can make a massive oxygen farm by creating a long tower, placing these at the bottom and placing deodorizers above them on airflow tile, basically you create a but-load of oxygen with little resources. 

Answer, Algae Terrarium shouldn't produce polluted water.

Screen doors and stuff getting stuck in them :(

Can dopes please finish eating and not leave 1/2 the meal on the floor? (Thank god we domesticated Hatches)

RESEARCH TREE OH GOD PLEASE break them up and fix the stupidity, for example

Why is gas filter in liquid tree?

Why doesn't farming have its own tech tree? They can call it hillbillying all I care, it should be in the tech tree and separated from food.

They need to do a mass overhaul, for example

Power Generation basic (Wheel, Wire, small battery) then branch them like so

Batteries should be Battery Tech Basic (Jumbo)  and Battery Tech Advanced (Smart)

Or allow me to pick any of the generators not just coal to natural gas, what if I don't have coal, or don't plan on using hydrogen generators, seems like a waste of skill points to me (Regardless I plan a mod to get this done correctly, if Klei isn't up to the task)

Rooms

WHEN AM I GETTING A KITCHEN ?!

Shower room? (they will have to add peephole tiles :P)

Lab room (Research stations)

 

On 6/30/2019 at 4:42 PM, 7 and 4 said:

We have ethanol, but no drunk dupes.

That's not acceptable.

So one of the bad traits could be alcoholic.

 

Also, I would still like signs for labeling storage and I think i'd be fun to have signs as art over a dupe's bed. 

25 minutes ago, lilibat said:

So one of the bad traits could be alcoholic.

 

Also, I would still like signs for labeling storage and I think i'd be fun to have signs as art over a dupe's bed. 

Ethanol with seawater = hydrogen or diesel, maybe they can added a way of producing hydrogen from ethanol by adding brine or salt water. :D

my list of things:

1.  padding the edge of the map to give more space for the inventory list when you're panned far right.  it covers up the view of the screen.  (while yes you can close the inventory list,  or zoom out with Shift-S.     its still a quality of life not having to close all the list and reopen them just to view something.

2.  controlling table salt in the consumables.

3. having the temperature/pressure  of the current plant  on red growth halts.

 

1 hour ago, BruceZhao said:

I help the space part can get some improvement.

  1. Prevent workers from passing through both ends of the screen.
  2. Provide a solution to the problem of overheating in vacuum.

Space needs a lot of love, still. Off the top of my head:

-make glass transparent for *all* space buildings;

-make mesh tile not *perfectly* transparent, it should be worse than window tiles;

-show the "vision range" of the observatory and space scanner, instead of forcing us to check the forums; also, please make the observatory's range symmetric with respect to the centre of the observatory;

-allow us to set manually how long before an asteroid storm "lands" should the space scanners send their automation signal (with longer times being more likely to "fail" if the space scanner grid is not good enough);

-at the very least, allow us to replace tiles with drywall and vice versa;

-make rocket travel time decrease with additional rocket power;

-give us an in-game tool to predict how far a rocket can go, before building the rocket itself.

 

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