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QoL for future DLC


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Klei announced that they aim to add small modular DLC focusing on new biomes, some mech revamp and QoL.

The frosty planet DLC (which I love) brought 3 new chilly biomes with pets, some new building and a heat slider as a QoL.

What are the QoL or feature you'd like to see in future DLC?

I feel like some mods bring about features that should be in the default game.

So in a sens, these are my favorite mods which I believe should be part of the base game.

No impact on the game [Pure QoL]

- Blue print mode : Being able to place everything for a future construction even if mats are unavailable at the moment. Not the same as a sandbox since this would be usable while playing. (unless we can and I missed it all along.........)

- Better info cards : This mod basically, when there are too many items on the ground the overlay leaves the screen. This mod just prevents that which should be a basic feature imo.

- True tiles : This mods gives a unique skin to tiles for each material. Considering how important choosing the right material can be. This changes the experience.

- More sculpture and art : nothing to add here ^^'... Brings a welcomed visual variety to art and sculptures

Little impact on the game

- Bigger/Better storage : I feel like the storage options are limited. Simple things like an icon showing what the most common item on a container could help ordering mats management. Same for gas and liquid storage, unless having access to colored containers, we need to remember what is what.

- Air lock : After discovering the waterlock I thought that while creative, this is really convoluted and shouldn't be the default way of doing this until we get visco-gel.

- build over plants : Being able to create ladder over a plant (and destroy them) should be the default mode. This makes building without the mod quite annoying when you start the game.

- weekly schedule : It would be nice to be able to alternate schedules (it could be a building), like "every 5 days those dupes schedule becomes "week-end" where they can hang around, get sun bath etc etc

What else I wish to be improved

- new attributes : Some specialization are really barebone and feel like an after thought like cooking.
When reaching high moral, most dupes end up kind of the same just picking every generic things along the way.
Attribute Specialization where only one special "mastery" per attribute (or dupe as a whole) could also be a nice thing making each dupe more "unique". in a sens.

- Disease : I didn't play back when slimlung could kill your dupes, my experience is that disease are overall a non issue and having 1 doctor is just a waste early on. I don't know about everyone else but I just tend to have 1 dupe spend waste points on it. Often my cook.

- Spices and Mutated plants : Overall I think those are neat ideas but they kind of fall short. Mutated plants while bringing decent bonuses are just too much hassle for what they currently bring and Spices and specific food management is also not that interesting. I feel spices need more option and mutated plants need some more woomth consider the the radiation setup requirement.

- New critter variant and challenge obviously !

DLC : Underwater

I feel the underwater aspect of the game is very barebone. There are only 2 aquatic critters (not sure if the nectar seal counts as one), and no proper under water facilities. A DLC featuring an aquatic asteroid by biomes based on depth with reef with corals and new "tropical fish. A kelp forest with new plants and obviously abyssal depth with a new aquatic geyser creating "bubbles".

 

 

What do you guys want to see?

 

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I am not a fan of Theme or DLC. I guess I liked producing more elements and by-products and risky things while doing something in the game.

The game should challenge in the late game. It should make us take risks.

  • It would be great if more food recipes and Skins were visible as Inventory in Steam.
  • For example, the Oil Refinery in the game has a 5k max air value. It would be nice if there was an explosion that would damage the surroundings but not destroy them.
  • We produce Natural Gas, but it would be nice to enrich this gas and increase the electricity produced from Natural Gas by 20%. (Propane Gas)
  • A new vertical rocket module with a slightly wider interior would be great. It must be very difficult to do this. It could be a radiation shield module to reduce the radiation level.
  • The Sweepy Robot Sweeper being able to cross over through a special horizontal door.
  • Sometimes we really dig a place too much. Hand tools and carrying bags, basket-like things would be nice for these.
  • Simple Straw Egg Holder would be nice. We are using the current one without electricity but the no electricity symbol on it is annoying.
  • Wide liquid, gas pipes for the main line would be nice.
  • The surroundings can be made very dark. I think there are many people who don't even know that the Pod has a Light.
  • The sound of a satellite or something falling and exploding in Astroid at 300-500 cycles. The falling satellite can only be processed by someone with Digger's highest level skill and an operator.
  • Hydrogen Generators need Oxygen.
  • The Max Air Rate of the Water Electrolyzer can be turned on and off.
  • Conditioning for Coal, Wood Generators to be filled by Hand or Auto Sweeper.
On 10/1/2024 at 9:34 AM, Cmagik said:

- Spices and Mutated plants : Overall I think those are neat ideas but they kind of fall short. Mutated plants while bringing decent bonuses are just too much hassle for what they currently bring and Spices and specific food management is also not that interesting. I feel spices need more option and mutated plants need some more woomth consider the the radiation setup requirement.

Yeah. One of the issues with Mutations is between Grubrub, Farmer's Touch you already only need a ridiculously small farm to provide food, it ends up at only about 1.3 plants per Dupe.
While a few mutations like Licey do something else, most are just yield improvements or labor savings in some way or another. I am astonished that Mutations weren't given a compelling use-case, like getting the correct mutation on the correct plant could yield Fullerenes or something, much as how in Frosty you can get the Geothermal Heatpump to emit rare resources with sufficient effort.

The game still has a lack of endgame sinks. The Angry Tree in Spaced Out is a partial solution, being able to consume a lot of food. It could be extended, like with a rare critter (linked to a Story Trait maybe) which other than being hard to get, is a normal critter, but with a voracious appetite for ordinary food, and it would poop out a rare resource.

We also need an end-game power sink. I don't understand why we can't have an Interplanetary Deathray. Here for example is how it could work, there's a new end game building, maybe a Story Trait, called the Omega Laser or Interplanetary Deathray or something. When fed huge amounts of power it can target a starmap location, blasting off some of it as a meteor swarm. We could also have the Interplanetary Tractor Beam. When fed copious amounts of power, it can tractor in meteor swarms.

It'd also be hilarious if we could have a Mining Laser using mechanics somewhat similar to the Mercury Lamp in Frosty, like you feed it a resource and also vast amounts of power (16 kW would be a good start). It would be built attached to a floor, wall or ceiling and could point in one of 4 directions, anything solid or liquid in the path of the laser would get dramatically heated to up to 2400 C at a rate of something like 10 MDTU/s. It could be used to unleash hell on unsuspecting biomes for the lols or it could be used for various high-temperature purposes, though the very high power consumption wouldn't make that a no-brainer.

One thing I see rarely mention I would like is to have the game "re-physicalized". I remember an old dev stream where they were saying that as they go closet to release they would patch out mass deleting and other anti physical stuff. We have an incredible game that feels realistic in many ways but then falls short and makes other systems work like magic boxes. 

A lot of things as of now just create and destroy mass, and I feel like most of it should be rebalanced The 50% mass loss from digging natural tiles should be removed, that one just doesn't really make sense when you can deconstruct everything. Losing 50% of mass when you use oil refinery is fine for balance, but it should give you at least some other less useful material so it still adds up. Carbon skimmers also remove mass for no reason, why not just make them drop a little refined carbon or something. 

As for creating mass, I'm thinking mainly of critters. Many Critters to me unfortunately feel like magic boxes and not actual animals. Most of them don't even consume oxygen or anything but can drown, and they also are able to reverse entropy somehow. Slicksters are able to turn CO2 into oil, which contains Hydrogen, Sulfur and many many other things. Floxes literally just create mass directly with their horns. Combustion engines create CO2 but don't consume oxygen. And of course nuclear reactor turns 10 kg of enriched uranium into 1000 ! kg of nuclear waste. Maybe it should produce less nuclear waste and take up some water or something. 

I think getting rid of mass creating loops and entropy reversal is fine and won't even make the game that much harder. You are usually swimming in free stuff in late game from geysers, special meteors and space mining. 

 

 

 

8 hours ago, mitboy said:

As for creating mass, I'm thinking mainly of critters. Many Critters to me unfortunately feel like magic boxes and not actual animals.

There's also the fact that Pacus are 200 kg, hatch from a 4 kg egg, and drop 1 kg of fillet. 

Shove Voles are 25 kg and consume 192x their body mass every cycle, deleting 96x their body mass per cycle.

Bammoths are 400 kg and eat 0.11% of their body mass per cycle, in fact in their entire lifetime they only eat 22% of their body mass. On the other hand they poop 15x their body mass per lifetime.

Pips and Cuddle Pips are 100 kg. Dupes are 30 kg. It's like a Black Bear giving a bear hug to a 10 year old child.

5 minutes ago, blakemw said:

There's also the fact that Pacus are 200 kg, hatch from a 4 kg egg, and drop 1 kg of fillet. 

Shove Voles are 25 kg and consume 192x their body mass every cycle, deleting 96x their body mass per cycle.

Bammoths are 400 kg and eat 0.11% of their body mass per cycle, in fact in their entire lifetime they only eat 22% of their body mass. On the other hand they poop 15x their body mass per lifetime.

Pips and Cuddle Pips are 100 kg. Dupes are 30 kg. It's like a Black Bear giving a bear hug to a 10 year old child.

Well bammoths actually eat 60 kg per cycle in ethanol equivalent. 

So it's more of a case that plants destroy mass, but when consumed by critters, it magically reappears again

Well, as far as I'm concerned, I blame mass, chemistry, and other physics related shenanigans on the time bow wrecking the universe as we know it. I mean... How comes neutronium even exists? And what happened to "depth"?

Besides, "fixing" the game in those regards would require tremendous re-balancing efforts and is very likely to break many existing designs.

On 10/21/2024 at 4:13 PM, blakemw said:

Pips and Cuddle Pips are 100 kg. Dupes are 30 kg. It's like a Black Bear giving a bear hug to a 10 year old child.

That's accurate in a way. Apparently, there is a situation where hug of Pips destroys Dups' vertebrae and causes they to go into catatonic.

 

10 hours ago, SilverSpoon said:

I don't deny the wish to new DLC and I support it, but...
I really need more bug fixes or updates for base game than new DLC right now. Last update was over 2 months ago...

I feel like they will be doing that along the DLCs. Frosty planet was focusing on low temperature so they updated temperature mechanic, perhaps next DLC will focus on some other aspect of the game. 

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