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4 hours ago, Alexander Block said:

@arty007 
>format it was before
In vanila? This was the worst part of the game. It's a good thing they cut it.

>I'll never tire of talking about the resource teleport
You can disable it. It's needed for new players to adapt to settling new asteroids.

>rotating screen
What?

>pierce the abyssalite to create a message between them
Literally: an underground passage to the attic. Life support in a rocket is madness for you, but this isn't?

>now I have to support five games instead of one
You are Kley dev?

> lot more criticism, but I'm just too lazy to try.
We hope there are telepaths on Klei Team who won't be too lazy to read your thoughts. And they won't go crazy from it.

 

I have no desire to participate in this forum often, as the developers have created an atmosphere where any criticism is frowned upon, and their followers immediately start attacking as soon as anyone criticizes anything. Maybe something has changed since then, I don't know, I don't keep track, I just occasionally pop in to see what's changed, only to be disappointed all over again.

>You are Kley dev?

Sorry, Google Translator always mixes up pronouns. It's its curse, and it hasn't been fixed for over 10 years. I was in too much of a hurry to check the translation for accuracy. I mean, they made five games instead of one, and now they have to support all five games and release fixes for each game separately. That was the worst idea.

> rotating screen

this what i mean. To interact, a Duplicant with the necessary skill can break through the neutronium side wall and establish communications with the "neighboring word" This solves the problem of magic appearing in the world of physics, with some processes still relegated to the background, and a broader field for developmental imagination. Space, meanwhile, becomes secondary again, a place where only rare resources can be mined. We simply rotate the cube to control this or that part of the world.

*abyssalite on pic mean neutronium

image.png.6a44571a1a535c7f395dbe6c1e09ec0b.png

> In vanila? This was the worst part of the game. It's a good thing they cut it.

So many people, so many opinions. The current implementation is the worst, because given the load it places on an already unoptimized game, it's impossible to play at the current stage of development, even on top-end hardware. What's the point of such a space if it's inaccessible?

> You can disable it. It's needed for new players to adapt to settling new asteroids.

The barrier to entry for new players is high. This solution is a drop in the bucket and doesn't significantly change anything, other than disrupting the entire feel of the game, as if the fourth wall had been broken. It's also necessary at the current stage to obtain resources from a nearby asteroid, as space is inaccessible to most due to lag in the late game. The same applies to new features—they're pointless because the late game is already unplayable with such frame rates. So, here's a situation where the teleporter ruins everything and it's practically impossible to play without it. This has been driving me crazy since the release of this DLC.

 

Sorry for the bunch of grammatical errors

Edited by arty007
12 hours ago, arty007 said:

The latest DLCs are a disgrace. Overall, I see the developers took a wrong turn with the first DLC and are simply continuing to methodically bury the game.

Rage-baiting (https://en.wikipedia.org/wiki/Rage-baiting) is common on Steam. I do not think it is appropriate here. Or there. Or anywhere really. It is a completely negative act.

Also, was this text written by an Artificial Idiot (AI)?

In an unrelated context, to block a user, hover the mouse over their name for a few seconds and then select "Ignore" and then select what you want to block.

Edited by Gurgel
  • Like 4

@arty007
You come up with very harsh statements, but you're not prepared to defend them? That's very strange.

I also use a translator.

The Klei Team supports one game (Regarding ONI), not 5. It's just that depending on the DLC you purchased, some features are disabled.

Vanilla's problems:
1. Huge amount of resources. You can build no complex structures, just mine new biomes, and live like that for thousands of cycles.
2. By the time you evolve to space, you no longer need it. You'll just sit for hours, waiting for a rocket for... nothing?
3. Incorrect difficulty curve. The game can be challenging at the beginning, but then becomes trivial and boring.

Developers:
1. Made small asteroids that quickly run out of resources.
2. The start itself is easier than in vanilla because all resources are readily available.
3. But resources are scarce, you need to explore other asteroids. And the further away these asteroids are, the more difficult it is to explore them. The difficulty curve is more accurate. But the player chooses how quickly to develop.
4. Small asteroids are easier to simulate.

The developers solved the problems of vanilla, but your suggestions haven't. Your rotating screens are essentially the same giant asteroid. It's even worse than it was in vanilla.

  • Like 3
16 hours ago, Gurgel said:

Also, was this text written by an Artificial Idiot (AI)?

What I was saying is that criticism is attacked and insulted here. The problem is that you're allowed to insult anyone here, because you're the fan base that has the upper hand here and protects the developers from criticism. If I insult you back, I'll get an immediate ban, like last time.

10 hours ago, Alexander Block said:

@arty007The developers solved the problems of vanilla, but your suggestions haven't. Your rotating screens are essentially the same giant asteroid. It's even worse than it was in vanilla.

It's the same thing, but it doesn't break the game's concept. How do you think the connection between the two asteroids is now structured?

I don't understand what the advantage of the current game format is if lag and low FPS haven't gone away and still make it impossible to play the late game. Where's the benefit? I can't play vanilla, I can't play Space Out. What's the point?

  

10 hours ago, Alexander Block said:

You come up with very harsh statements, but you're not prepared to defend them? That's very strange.

I shared my opinion and did not plan to enter into a discussion, because more often than not, instead of an adequate opponent like you, someone like the above-mentioned character will come into the thread and try to insult and provoke a conflict. This is a long-standing problem with the Klei forum.

Edited by arty007
  • Like 1
On 12/21/2025 at 6:52 AM, arty007 said:

The latest DLCs are a disgrace. Overall, I see the developers took a wrong turn with the first DLC and are simply continuing to methodically bury the game.

This game has become uninteresting. It's filled with pointless content that's unplayable due to poor optimization, and it features incomprehensible and pointless planets that no one will ever explore, instead of developing space in the same format it was before. Internal structures inside a rocket, and an entire screen dedicated to them, are the ravings of a madman. I'll never tire of talking about the resource teleport—it's trash. Instead of adding a rotating screen and the ability to pierce the abyssalite to create a message between them, thus not disrupting the overall concept of the game and still providing the opportunity to diversify the worlds and streamline some processes. Splitting the game into DLC versions is the worst thing I could have imagined—now I have to support five games instead of one. I have a lot more criticism, but I'm just too lazy to try. The developers are killing off an already sluggish game with their lack of creativity and desire to develop the game, just clutter it with junk and plugging holes and gaps with stupid concepts.

  

While i would certainly love to get a huge update/dlc/addon/expansion for ONI, i am running out of ideas of whats left to be desired.

The DLCs so far have always added something very meaningful to the game.

PPP is absolutely awesome, tons of new critters, new paths for certain materials, meaningful new buildings.

I also loved BBP.  It added a new element to the game which perfectly fit into its nieche, giving lonely entities such as Sweepy a whole family to do chores with.

Only when it comes to the FPP, i was caught as much. While content-wise it is very comparable to PPP and it added a very much needed range of low-temperature concepts to the game, it didnt hit as perfect as PPP.

 

So far almost every material in the game has 2 or more ways to craft/produce it. You have more asteroids than the map can hold. You have more critters than i can name from the top of my head, all of which have their own unique usecase (apart from pufts...) and almost all of which have meaningful morphs.

When i look at the period-table, i would be hard pressed to find any element that isnt already present in ONI, let alone would be missed.

 

So, yeah, the devs have reached as state of maturity with the game that is really impressive.

I am sure they will impress me a few times more with additions that i didnt even dream about, but it is certainly nothing that i could demand.

 

I am saying all of this after me (and frankly, many others) went inactive on this forum after Klei was sold to tencent. It was a slap in the face back then and i still am unhappy with it. But Klei stuck to their word, kept the cosmetics to a minimum (thank you for that) and kept working in the game with really well polished, thought-through and acceptably-priced content.

 

After revisiting the game just recently, it is impressive, how much polish the devs are still adding to the game.

 

On 12/10/2025 at 8:24 PM, Overheal said:

I just want new ways to make clay/ceramic lol 

 

Exactly, this would be one of the few things that i am still missing in the game.

  • more clay from Klei (i dislike that you need polluted oxygen atmosphere to produce it, maybe this gap was fixed with bammoth patty)
  • breaking mugs (maybe to ceramics/clay?)
  • different paths to fertilizer
  • more use cases for chlorine (with megafronds there is finally a valid sink, but they seem like a far superior replacement for sleet wheat)
  • better integration of ore scrubber and medical buildings (does anybody ever build those?)

 

That would all be great. But there are a few things that i would prefer even more:

  • bigger starmap (i hate it to not be able to have all asteroids & POI in one game)
  • different ways for initial colonization (while being a great challenge to set foot on a hostile planet, it is EXTREMELY tedious to set up the first rocket plattform on some planets)
  • easier spacetravel in midgame past 6 tiles (currently it is very hard without liquid hydrogen, which requires advanced building materials, which - in my experience - are more than 6 tiles away)
  • slightly easier ways to deal with radiation and radbolts (similar to the initial colonization, it is just very tedious to me. If it were an optional system, great, but we need to to proceed in the tech tree, yet it is cumbersome because of the constant need to cool stuff)
  • same for the radbolt engine (i have seen builds that exploit frequently taking off and landing to build radiation from the exhaust as being the most playable version of it. that just feels to exploity)
  • blueprinting/copy-pasting of builds/sharing across games (see factorio)

 

What do you think?

What are you still missing in the game?

 

 

 

Edited by blash365
30 minutes ago, blash365 said:

While i would certainly love to get a huge update/dlc/addon/expansion for ONI, i am running out of ideas of whats left to be desired.

The DLCs so far have always added something very meaningful to the game.

PPP is absolutely awesome, tons of new critters, new paths for certain materials, meaningful new buildings.

I also loved BBP.  It added a new element to the game which perfectly fit into its nieche, giving lonely entities such as Sweepy a whole family to do chores with.

Only when it comes to the FPP, i was caught as much. While content-wise it is very comparable to PPP and it added a very much needed range of low-temperature concepts to the game, it didnt hit as perfect as PPP.

 

So far almost every material in the game has 2 or more ways to craft/produce it. You have more asteroids than the map can hold. You have more critters than i can name from the top of my head, all of which have their own unique usecase (apart from pufts...) and almost all of which have meaningful morphs.

When i look at the period-table, i would be hard pressed to find any element that isnt already present in ONI, let alone would be missed.

 

So, yeah, the devs have reached as state of maturity with the game that is really impressive.

I am sure they will impress me a few times more with additions that i didnt even dream about, but it is certainly nothing that i could demand.

 

I am saying all of this after me (and frankly, many others) went inactive on this forum after Klei was sold to tencent. It was a slap in the face back then and i still am unhappy with it. But Klei stuck to their word, kept the cosmetics to a minimum (thank you for that) and kept working in the game with really well polished, thought-through and acceptably-priced content.

 

After revisiting the game just recently, it is impressive, how much polish the devs are still adding to the game.

They've cut the number of cosmetic items to a minimum? Are you kidding? How many items were added in the last update, and how many cosmetic items were released? What dimension are you writing from? The Dimension of Justice?

1 hour ago, arty007 said:

They've cut the number of cosmetic items to a minimum? Are you kidding? How many items were added in the last update, and how many cosmetic items were released? What dimension are you writing from? The Dimension of Justice?

I dont appreciate the judgemental way of your communication. You created a thread and people are joining *your* conversation. Respect that.

You seem to be searching for a fight with someone.

 

While there might be cosmetics, i value the following things:

  • they are not purchased nor annoyingly adverticed
  • they are (apart from the occasional printing pod) not noticable as long as you dont build a clothing fashionizer (?)
    • how many cosmetical items were created since the last update? I honestly do not have the slightest idea. And since in my mind the last update was PPP, i do feel that there were a lot of cosmetics released since. Maybe you can give me a number, so we can actually discuss based on facts instead of perceptions
    • to add some facts:
      • PPP was released on 12th June 2025, so roughly 6 months ago (https://forums.kleientertainment.com/game-updates/oni-alpha/)
      • since then we had 7 (-1 for unity vulnerability) bugfix updates
      • another Quality of Life Update was released on 20th Nov 2025, so roughly 1 month ago
        • this one, we can argue on, because it was released in the same breath as the Neutronium Cosmetics Pack, which costs a pricy ~5€ in the store
        • you could also argue that it cross-finances the QoL update by releasing a payed cosmetic update
      • since then we had 5 bugfix updates
      • out of those 2 content updates and ~11 bugfix updates over the last 6 months, i did not see any cosmetics aside from the optional, payed cosmetics dlc
  • they fit into the game (while i personally do not wish to modify my buildings nor my dupes outfits, i can see that some player-types might enjoy customizing their bases in such ways)
  • for me there is a healthy balance between gameplay content and cosmetic content

 

Edited by blash365
  • Like 2
5 hours ago, blash365 said:

What are you still missing in the game?

Dynamics. This game is sorely lacking in dynamics. I don't have many Duplicants, and I don't play every day, but it still needs to be faster. My current colony was started three months ago, and it's at cycle 593. That's practically nothing. I'll probably abandon it when the new expansion comes out. This is the slowest game I know. It's merciless with my time, but I still love it. And I don't know how to make it faster. Maybe building queue management? Because right now there's no point in hiring a lot of Duplicants; they'll get in each other's way. The ability to save plans so you don't have to build the same buildings from scratch every time? A "select any material from the list" option so a Duplicant doesn't run to the other side of the map because you selected a material that's not nearby?

10 hours ago, arty007 said:
How do you think the connection between the two asteroids is now structured?

A little magic. Where does half the resource go when you mine? What do wild plants produce resources from? Why do some animals produce more than they eat, while others produce less? Where does the extra mass come from, and where does it go? Teleportation is a minor problem from a lore perspective.

But teleportation allows you to shorten the path calculation time. Because teleportation can't be done automatically. Teleportation can't be done frequently, which creates a gameplay difficulty during colonization. But it allows you to save a Duplicant if something goes wrong. This is just a preparatory stage for rocket colonization.

What are your computer specs? How many animals and Duplicants do you have? How many asteroids do you discover before the game starts lagging? I'm doing fine; other people have also praised the optimization. Can you share your save file, and we'll see what the FPS is like?

11 minutes ago, Alexander Block said:

Dynamics. This game is sorely lacking in dynamics. I don't have many Duplicants, and I don't play every day, but it still needs to be faster. My current colony was started three months ago, and it's at cycle 593. That's practically nothing. I'll probably abandon it when the new expansion comes out. This is the slowest game I know. It's merciless with my time, but I still love it. And I don't know how to make it faster. Maybe building queue management? Because right now there's no point in hiring a lot of Duplicants; they'll get in each other's way. The ability to save plans so you don't have to build the same buildings from scratch every time? A "select any material from the list" option so a Duplicant doesn't run to the other side of the map because you selected a material that's not nearby?

What is "dynamics" supposed to be?

 

Yes, the game is slow. I find myself waiting for many builds to take dozends, if not a hundred cycles from midgame on.

I am not sure though how to solve it from game mechanics perspective. Apart from the most obvious cases where a dupe runs from A to B only to realize half-way through that point B is not reachable within his current schedule and returning back (similar with oxygen-needs, toilet routine, etc).

I think the solution to your "problem" is a bit more micromanagement. Planing what you build, preparing materials in nearby storage containers, to reduce dupe travel times.

That being said, it would be great to be able to preplan builds (see my point of blueprints) and to "store" blueprints within storage containers, meaning that all materials required are automatically requested by those containers.

 

26 minutes ago, Alexander Block said:

Dynamics. This game is sorely lacking in dynamics. I don't have many Duplicants, and I don't play every day, but it still needs to be faster. My current colony was started three months ago, and it's at cycle 593. That's practically nothing. I'll probably abandon it when the new expansion comes out. This is the slowest game I know. It's merciless with my time, but I still love it. And I don't know how to make it faster. Maybe building queue management? Because right now there's no point in hiring a lot of Duplicants; they'll get in each other's way. The ability to save plans so you don't have to build the same buildings from scratch every time? A "select any material from the list" option so a Duplicant doesn't run to the other side of the map because you selected a material that's not nearby?

I'm speculating here, but I suspect the reason your progress is slow is because you don't have many dupes.  If you expand your workforce, specialize your labor, store materials onsite before beginning large construction projects, and utilize the proximity feature in the errands menu, you'll progress faster. 

@blash365 @goboking 
The most obvious example: building a staircase on a remote asteroid edge. If more than one Duplicant has access to the area, they will take turns building, running off to another job far away between steps.
I can't assign a job and expect it to be completed. I have to ensure there are materials nearby. I have to make sure the Duplicant can't bury itself or block any further construction. I have to assign a part of the job, make sure it's done, assign another part, wait, and so on. Because Duplicants interfere with each other, I keep 1-2 builders on each asteroid, no more. Because more doesn't mean faster. And this requires a lot of micromanagement on distributed asteroids. This is the only area where Spaced Out is worse than vanilla.

8 hours ago, goboking said:

I'm speculating here, but I suspect the reason your progress is slow is because you don't have many dupes.  If you expand your workforce, specialize your labor, store materials onsite before beginning large construction projects, and utilize the proximity feature in the errands menu, you'll progress faster. 

A somebody that prefers to scale up dupe numbers very slowly, I can confirm. If you want thing to go fast, you need to scale up dupe numbers fast. 

4 hours ago, Alexander Block said:

@Gurgel How many duplicates do I need on each asteroid to play "properly"? And how will this reduce the amount of micromanagement? I spend enough time paused as it is.

There is no "proper" way. Play as you like. 

My 2 cents, I actually really like those quality of life DLC. They really help making sure that the content added have actually depth to it.

For example, the new biodiesel rocket mean that the seakomb farm doesnt lose purposes once Demolior is dealt with. New critter morph like blum lump that generate new way to make more exotic resources, like algae, open new interesting resources loops.

Constantly adding new content with no depth into it would only make the game bloated. Aka: Quality>Quantity.

  • Like 2

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