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7 hours ago, Sebastiangperez said:

When i saw the last trailer / short, etc, did anyone notice that some plants mutated and overgrow?

Yes! imagine.. Mega/ultra stress (and joy?) responses, bigger mutated plants, more character interactions, buff to power utilizing overstressed dupes, more strategy required... WE NEED IT! D: 

35 minutes ago, CrutchPunk said:

Yes! imagine.. Mega/ultra stress (and joy?) responses, bigger mutated plants, more character interactions, buff to power utilizing overstressed dupes, more strategy required... WE NEED IT! D: 

They already have some kind of mechanic for that, the Ovagro Node plant can grow to sides, but maybe they can do this or change the axis, 

I too would enjoy some space station themed content, be it a start or mid/late game elements.

Many of you already presented ideas I also had, like gradually repairing a derelict station you start in, so there is no use for me to repeat those. There is one that I have, however, not read about here: resource management on a space station start. I think it would both thematically make sense and be a fresh new spin on the usual mechanics to invert what kind of resources are abundant and which ones are not. While we usually start the game with lots of rocks, sand, dirt, water, and other generally biochemical substances and build our ways toward things like plastic and refined metals, on a large derelict space station, I would expect a lots of refined metal, plastics, power from some large solar collector, or even radiator based cooling and other mid to late game stuff to be available and, on the other hand very very little water, dirt, algae and the likes. Want a wall? No problem, here is your metal tile. Want heavy-watt conductive wires all over the place? Yes you can. Want to insulate something? You're gonna need ceramics for that. Want food and oxygen? You better hold on CO2 and this jug of piss like your life depends on it, because it does. Here is a very very power consuming process that will keep you alive with just those input. Luckily, no dupe ever had to spin a hamster wheel in this tin can.

Edited by gigamoi
typo
  • Like 2

I'm not sure how easily Space Stations will fit into ONI (seems like it would depend on a lot of Spaced Out features to get off the ground, which isn't ideal for independent DLC), but now I'm really hoping Away Team includes some exploring and surviving in the ruins of a space station.

8 hours ago, Simonova said:

I'm not sure how easily Space Stations will fit into ONI (seems like it would depend on a lot of Spaced Out features to get off the ground, which isn't ideal for independent DLC), but now I'm really hoping Away Team includes some exploring and surviving in the ruins of a space station.

One possibility would be to make the "rocket capsule" much larger and put some ways to generate resources in there. 

  • Like 1
21 minutes ago, Gurgel said:

One possibility would be to make the "rocket capsule" much larger and put some ways to generate resources in there. 

Instead of a planet, you could have a Space Station using the same already mechanics, i mean, you replace your starting planet for a already build "cockpit" blueprint form rockets, the problem here is that you must have the Space Out DLC to play with or maybe they can extract that part has an individual, also they can use ruins placeholders. 

 

  • Like 1
On 1/21/2026 at 7:12 AM, Sebastiangperez said:

a Space Station using the same already mechanics, i mean, you replace your starting planet for a already build "cockpit" blueprint form rockets

An even better idea is to  have this space station planetoid located way out by itself in a part of the "universe" which  you can only reach by hydrogen rockets (bringing back one of the more difficult tasks from the base game.  Once there you have to construct a suitable colony and build something equivalent to the Great Monument (tying in another achievement) except this monument is functional and requires rare resources and late game materials to operate (bear with me), and maybe at this point the demolier asteroids get released destroying the inner planets forcing you to relocate your dupes to the space station.  Then let's say the monument is a research station or something that unlocks a special rocket engine that is capable of carrying you through the temporal tear, thus completing the game. Finally, a proper end game that requires little dev resources to implement and leverages existing mechanics.

Here's my space station idea:

Put it in orbit of an asteroid (existing or new). The Station is broken down and unreachable. On the surface of the asteroid is a ruined Space Elevator POI (like a teleporter). Repairing and powering the Space Elevator lets your dupes reach the Station for the first time.

Once inside, the Station is damaged and very small, with Real Airlocks (so we can have them in the base game w/o mods!) and little else. But Dupes can expand the Station to include almost any current Gravitas POI, regardless of whether it exists elsewhere. Story Traits, unique decorations, etc - all available for a steep price.

Besides that, the Station could include new, unique Gravitas buildings. Like Docking Ports for rockets so they don't need a launch pad. A Cryopod Launcher, so dupes can be sent to a destination without a rocket. A Temporal Garbage Can, for destroying materials we really do not want by sending them to another time (now they're the Future's problem!). And anything else that seems fun.

5 hours ago, Sebastiangperez said:

Days passed since the last update and they do not uploaded or updated anything from the DLC branch, maybe we can get some news this week ? next one?? 

If anyone in klei has any news ... 

Klei doesn't do leaks. They'll likely do an testing branch phase before it's officially released like they've done in the past.

Still, though.. don't expect it anytime soon if release patterns hold. 

  • Like 1
On 1/19/2026 at 10:26 PM, Charletrom said:

I just want an update to germs. Would love a DLC focused around medicine and biological manipulation. Critter hybrids! Mutant dupes with special abilities! 

Please Klei, it has been a million years (6 years) of broken diseases. 

  • Like 4

Let the devs cook. Good stuff takes time.

 

On a side note, I kept building on the idea of a derelict space station themed "start" I wrote about in my previous post. Despite the fact that space station related ideas invites a lot a SO dependent mechanics, we have to keep in mind that an eventual DLC would need to be functional in base game. This means two things: No starmap and viable single asteroid/map gameplay.

To serve the latter end, some amount of regular biome integration seems required. This could be made through some sort of agri-dome or some tiny asteroid nugget, a single biome encased in its usual abysalite layer and surrounded by void, integrated in or floating around the station's structure. Those need to be tiny as they would just constitute a regular asteroid past a given size. Something in between "islands" and "emptera" from this mod would fit well.

Regarding the no starmap issue, I tried to find a way to make my ideas work without that. Powerful derelict solar collector, filters and radiator to repair will only lead you so far, be it for theme or gameplay. Those are nice but they can't be the "main" thing. Besides, the geothermal power plant is already a fixing job.

So I got the idea: "Why not propulsion? Make it a spaceship rather than a station?" But there are two caveats. First caveat: It's not very useful in and of itself in spaced out. You may move a whole base close to what you want to colonize or mine but you still need rockets for those and current rocket engines all require stuff you will find hard to produce in the vacuum of space or are long range anyway. Something ethanol through plant husks + resin related and a new short range ethanol engine perhaps? (That being said, it does synergise well with the, thematically appropriate, jet suits and would naturally lead to husky moos.) Also, as you unlock mid/long range rockets by mid game, moving some base around becomes less and less relevant. It doesn't play well with interplanetary payload, moving rockets or signal receivers/broadcasters. And people will call for automation of complex movement which is is doomed to be a difficult can of worm to implement properly. Finally, second, and fatal, caveat: None of that works in base game. There is only the stub of a map to move into.

However, as I reflected on how cumbersome rockets were to fuel and use in this previous iteration I got the idea: "Why use rockets for those things?" Perhaps the spaceship could have a deployable space elevator it could use to connect to the surface of the asteroid it's orbiting. A base would be built or landed on the ground and, as long as line of sight to space is unobstructed, it would work like the teleporter or rocket capsules do, allowing free transfer of resources and (optionally free) people. "It still requires station movement to not be absurd or useless and it is still irrelevant in base game" I told myself, "but what about mining?" and it hit me: "mining lasers/attractor beam arrays". Geysers make no sense in a space station but we still need some way to get materials from something other than just sunlight, power, cooling and whatever plants critters you can feed from those. Space mining is something you rarely do extensively before late game, mid game at the very best, and works well with both base game and spaced out. No need for propulsion, moving station, and whatnot. Put no geysers on the station but have it equipped with buildings that will syphon resources from player designated space POIs. (Make the station be some sort of artificial gravity research facility for it to make sense or something.) Make the buildings require operation, need to be fed something or decrease the yield with distance to balance things out if need be. Space POIs already offer a bunch of different cocktails of early to late game resources of various utility and with various replenishing rates, seldom used at this point in time but far more variable than geysers are IMO. The challenge the player would face in this scenario would be to chose, among what is available to them, which POIs to syphon from in order to build their industry on, eventually switching to others as their game progress, rather than just discovering geysers and taming them for what they are worth as we currently do for the most part.

Edited by gigamoi
2 hours ago, Thalkas said:

Still waiting for any news about this DLC, its not a dream, right? Its coming soon, right?

The last update was November?  Following the six month cadence they’re shooting for and allowing a month of EA, we’re probably another two months from an announcement.  

  • Like 1
24 minutes ago, goboking said:

Последнее обновление было в ноябре? Учитывая шестимесячный цикл обновлений, на который они ориентируются, и месяц раннего доступа, до анонса, вероятно, ещё два месяца.  

QOL 21 November 2024, DLC Bionic booster pack 12 december 2024...

3 hours ago, Thalkas said:

Still waiting for any news about this DLC, its not a dream, right? Its coming soon, right?

The DLC and the screenshot that i post it is on steamdb so they pushed maybe for internal testing purposes and merging with some beta branch but thre isn't any update since 12 days ago. 

4 hours ago, goboking said:

The last update was November?  Following the six month cadence they’re shooting for and allowing a month of EA, we’re probably another two months from an announcement.  

I think maybe longer. They said in the recent patch notes that they took a break from making DLC.

11 hours ago, ALCRD said:

I'm curious if it's going to be cosmetic one like the last or a content one like previous ones.

I hope will come with new content and mechanics , if not and is just cosmetic .... seems very odd. 

On 1/14/2026 at 9:57 AM, Kderosa said:

I'd gladly pay full price for a "game of the year" edition that let's me easily customize the size or the universe, the spacing of the planets, the starting planet, the teleporter planet, the outer planets along with providing some additional mid-late to late game content which is more of a proper end-game goal that I'm going to spend 100-200 hours with colonizing planets and developing complex supply chains for.

I know its not "easily," but... you can already do a lot of that by editing the worldgen yaml files.  I think someone did a tutorial a few years back before "The Lab" game style was added.

Spoiler

I think "The Lab" is defined in worldgen/clusters/KleiFest2023.yaml and worldgen/worlds/StrangeAsteroidKleiFest2023.yaml.   There may be a couple of other files, but comparing those two files to the other ones in the same directories should give you an idea on how to get started setting your own stuff up without breaking other stuff.

Just make sure you back everything in the worldgen folder up before you start mucking with things because you will break stuff.  I speak from experience.  It can be quite fun, though.

13 hours ago, KittenIsAGeek said:

I know its not "easily," but... you can already do a lot of that by editing the worldgen yaml files.  I think someone did a tutorial a few years back before "The Lab" game style was added.

There's actually a mod - Custom Generation Manager - that makes this process a bit easier.

I played around with the settings a bit.  I started with a moonlet universe but made some of t he inner planets bigger so there's more room to build, made the radius of the universe a few hexes larger, moved the planets farther out, moved the temporal tear and opener much farther out, and rebalanced the POIs.

The result is a game more suited for advanced/intermediate players where the game flow aligns better with the exploration and building time needed.

Would still benefit from a rebalancing by the devs and the inclusion of a more difficult end game.

  • Like 1
  • Big Ups 1

I wish for some new game mechanics. 

Currently the game is pretty simple, we have mats(gas, liquid, solid), power, rads, heat, lights, decors, radiation and germs. 
Every structure, plant, critters, dupes action, serves to convert some of the above into any of the above. 
 

There you will notice except for space out, which introduced radiation and rads. We haven't have any new mechanics.  Arguably Prehistoric has a new way to use germ but the mechanics is not expanded regrettably. 

I proposed:
Expansion of the Rad mechanics, so we can have different quantum particles to play with e.g. gravitrons, positroms, neutrinos They are transported using rad systems but have other properties.   
More ways to use germs, eg feeding to some new critters/plants, or any other conversions. 
Maybe some mechanics to covert decor into something else.
Extremophiles, not sure, maybe critters that swim in lava, plants that grow in LO2 etc.  

 
   

  • Like 2

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