NXValiant Posted 21 hours ago Share Posted 21 hours ago It's soon going to be 1000h that I've sunk into this game - so I thought I'd celebrate this by posting some QoL suggestions that I've collected! Sorry for the long post Because of these 1000h I'd say for about 10-20% of the time I was doing stuff that was no fun and just pure micro management or cleaning up of messes that were not a lack of planning, but just forgetting a tiny stupid detail. Here are my thoughts: - There should be a way to save blueprints of layouts, e.g. of a setup like a SPOM or spacefarer modules that you reuse time and time again. A bit like in Satisfactory or Anno 1800, although I think the "stamp" feature in Anno 1800 makes more sense in the context of ONI: you select the function, select the sections you want to save in the blueprint and then hit save. The Spacefarer modules and nose cones would also be great applications of that use: you could just save a template that you like and then reuse it without having to place every item individually again in each new module. - When placing the white silhouette of a building to be constructed, it should directly be possible to determine its future settings as well as its priority setting after construction is completed (obviously separately from its construction priority). The reason is the same as above: if I build a gas filter, I currently have to remember to come back to it later to select which gas it should filter - I also need to remember to keep the filter disconnected from the gas pipes or I risk flooding the base with an unwanted gas (just happened with hydrogen). - The same also applies to the "rebuild" feature that was introduced some time ago to change the material a building is made of. I love it, but doing so still deletes any individual settings the building may have or its priority setting. Rebuilding should let dupes build the new building exactly the way it was before, just with a different material. Now I always have to remember to come back to that building just to restore the settings before I can connect the building to any system it is a part of. - Conveyor loaders and storage bins should be able to accept multiple contents, but ONLY at a quantity set by the player. This is especially important when transferring resources through the teleporter (I might just want to transfer 1t of refined metal or a few atmo suits, not empty the donating planetoids entire stock because I'm doing something else and come back only later) or when transporting resources with storage bins in rockets: If I only have space for one bin in the rocket, I now have to repeatedly stock the bin and then clear the filter before setting a new one. I want to just say I want 10t of gold, 2t of sand and 8t of plastic in the bin. - Connected to that: measure items such as suits, seeds etc. in pieces, not in weight when determining how many to store. Or it should at least be shown somewhere how much one piece weighs (after 1000h I still don't know how much an atmo suit is... 20kg?) - The plumbing skill is super annoying and doesn't really work as it should and as it does in real life. If you have a pipe that got contaminated with, say, gunk, you have to pause the game, isolate the segments containing the gunk with the cutting tool (because the liquid would otherwise continue to flow and the dupe would waste a lot of time removing liquids that are ok in the pipe) and then have each gunk segment individually plumbed. And then you have to remember to connect the whole thing again. It would be much better if the plumbing skill had a separate option to empty the entire part of the pipe network since the last input and until the next output. This way, all the contents would be drained in single bottles in one place at the same time - incidentally also more realistic Some smaller issues that are just slightly annoying, but don't really cost a lot of time: - Not sure if it's a bug or a feature, but currently renaming rocket platforms currently causes them to automatically trigger the deactivation errand - doesn't make sense to me. - When reloading a game, the standard priority for building is reset to 5 - the player's preferred setting should be saved instead. Slightly annoying if you like to prioritise building tasks (I always have them on 7 to get stuff done). There's a similar issue with the digging tool - I like to not dig out plants and leave them alone, but whenever I reload a game, the plant tick of the digging tool is activated again. - I'm playing a game right now where to oil fissures spawned so close to each other that I couldn't place an oil well on both of them, because the lower one only had four tiles to the upper one, which didn't leave enough space for dupes to operate the well (for releasing the gas). 2 Link to comment https://forums.kleientertainment.com/forums/topic/172488-various-quality-of-life-suggestions-as-im-entering-my-1000th-hour-in-game/ Share on other sites More sharing options...
Max1234567 Posted 3 hours ago Share Posted 3 hours ago 17 hours ago, NXValiant said: When reloading a game, the standard priority for building is reset to 5 - the player's preferred setting should be saved instead. Not only priority. Materials, build/dig/destroy modes. Link to comment https://forums.kleientertainment.com/forums/topic/172488-various-quality-of-life-suggestions-as-im-entering-my-1000th-hour-in-game/#findComment-1874017 Share on other sites More sharing options...
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