madcat1188 Posted November 28, 2017 Share Posted November 28, 2017 Hello. First want to say that I really enjoy this game overall. I've been playing it every spare chance I get over the last few weeks, and while I was playing I kept notepad open so I could note down things. Ended up writing quite a bit. Here is a summary of what I wrote. I’ve organized things more or less in order of importance to me. Wants: Graphs! It would be helpful to see as much data as possible in a graph, in particular the data that shows up in the daily reports. A Game Encyclopedia, with all the details of about all the things you can build, types of materials, etc. A mini-map. A mini-map in one corner might be helpful. “Hot keys” to automatically jump to a saved place on the map, to make it easier to move around. It would be great if the game ran on Linux (all the cool games are doing it). It would be great if the sweep button could be set to only sweep certain types of things. When selecting an area to dig, display the count of the number of tiles horizontal and vertical that are being selected. If they’ve got time to lean, they’ve got time to clean. Make it so that dupes have some sort of default action (or a list of default actions with priorities) like sweeping or mopping when they are idle. Make “no idle” rooms (of any size). If dupes are idling, don’t stay in certain rooms (like a room where I’m growing sleet wheat and I’m trying to keep it cold). Or perhaps set a default idle area for dupes. It would be nice if the messages for things like pressure damage and overloads were louder and grabbed my attention more. I'd like to put batteries into “drain only” mode so I can drain their energy before deconstructing them. I'd like the natural gas power plant to have a pipe output for it's polluted water so I can pipe it somewhere else. I'd like to be able to shut air vents so they don't blow out anymore, or perhaps adjust their max air pressure. It looks like there is no priority selection on power switches, but there have been times I've wanted to set it to 9 to get a switch changed right away. Same with a gas or liquid valve. It would be nice if the gas filters had a pass through mode, where they just pass though any gas to the green output. When dupes put on an exosuit, it would be great if they stayed out of the base and did as much work as possible until their air is too low. They keep leaving the base, digging one tile, then going back into the base and taking their suit off, which is annoying. The option to disable disinfecting of something while building it. Wish there was a "don't hold the door open" command for dupes, so that they don’t keep a door open while working on something. It would be nice if the decor had more variety, ie, different sculptures. Insulated doors that don’t transfer heat when they are closed. (Not sure how much heat the mechanized airlock allows to flow). To set the maximum pressure of an Algae Deoxydizer. If a door is set to change to lock, it would be great if the dupes would not go through it but lock it instead even if they have a task on the other side. What ends up happening is I set a door to lock, a dupe goes through it to sweep or something like that, and another one comes along and locks it, and the first dupe is stuck outside. Nuclear power. Add uranium, a centrifuge, and a nuclear reactor that could perhaps use up a whole room and be built out of several parts. Steam power. Heat tubes, sinks, and pumps to deal with heat. Put text labels on switches, liquid and gas valves, and perhaps other things so I can remember what they’re for. For things like that micro musher that have a queue, when I put the queue to make something continuously and I then disable it, it would be nice if it kept making that item until it ran out of materials. (Ie, finish up using the materials already present then stop). Disable Autodisinfect for large area. Gas, liquid, and electrical bridges that span two or more tiles would be helpful. It would be nice to have the ability to order a dupe to perform certain outstanding task immediately, similar to how they can be made to move somewhere. For the liquid pump, show how much water it has access to just like liquid bottler does. Set the minimum immunity % to pass though an airlock. It would be nice to be able to change the settings on things like storage compactors before they are finished building. (I’ll set them to be built somewhere, then go build something else somewhere else and forget about it). Perhaps the immunity stat should improve if they recover from a disease. Keep a score of the number of dupes times cycles they’ve lived for. Build regular tile over top of farm tile (uprooting any plant in it). Put air pumps on suck mode, so they suck through a vent and blow out in whatever room they're in. A device, similar to the air pressure sensor, but it turns on and off power based on the type of gas it is in. If a circuit overloads, make it flash red or something like that so it’s easier to see which one is overloading. Set electric grill to make something continuously whenever food is less that a certain number of kcal. I’d love to be able to farm wheezeworts. When controlling the direction a dupe is allowed to travel through a door, make the arrows point up and down instead of left and right if the door placed horizontally. The water purifier should output water at roughly the same temperature that it goes in. Seems to always be 40C. If a resource is eaten by a hatch, specify what resource was eaten. Need to see status (freshness) of sleet wheat while it is in storage compactor. I keep having to use the “deliver exosuit” button at exosuit docs since I have two air locks at either side of base, and dupes take off their suits at a different one than they left the base through. Instead, perhaps if there is no exosuit dock for them to put their suit in, they go to another exosuit dock elsewhere in the base and deliver their suit there. General Thoughts: In temperature overlay, I’d suggest switching the colors around for chilled, cold, and absolute zero. The dark blue seems colder to me. If I have the mouse near the bottom of the screen and I mouse over something, it might be a good idea to have the info pop-ups go upwards instead of down so I can read them. I’m a little surprised you can drop water on generators to cool them. Usually, water and electricity don’t mix. Not sure why gas and liquid pipe bridges have in and out directions? It might make more sense if they would just bridge like electrical bridges do. We could always use a liquid or gas valve to control direction. Creatures shouldn't be able to get through air locks if they can’t get through pneumatic door. Later in the game, all my dupes end up being high level runners ... Is it supposed to be that way, or am I designing my maps so that they have to run around too much? I try to keep related things close together, but there’s always lots of running around to do. Is there any way to move bottle of hydrogen or something like that to a different location without emptying it? Possible Bugs: When you first build an Exosuit Forge, it initially says the "ingredients" are coal and balm Lilly flower. The list of 3 duplicants available at the printing pod changes upon game reload. After loading when paused, I have 0 Kcal of food, and some of the other values are zero or wrong until I un-pause. The order that types of items are listed in the storage compactor keeps changing. Would be better if it was constant and in some sort of logical order. Electric airlocks: It doesn't seem to matter whether or not they're plugged in. They seem to work just as well without power. A hydro switch at 0 kg won't flip back on when it is no longer submerged unless I manually adjust it. When using the “prioritize” button to change priorities, I don’t see sweep tasks. When drawing insulated pipe over top of regular pipe while in plumbing overlay, I cannot see the changes (no white outline) while in plumbing overlay view, but the pipes are replaced. When I visit those places that are invisible until they are explored, like a neural vacillator, strange things can happen, like if I visit it from the opposite side where the security door is, it doesn’t become visible even though I have a dupe right next to it, or a few tiles remain invisible even after I’ve dug and built all around it. I bagged a slickster. My dupe had a suit on. When he took off the suit, he let the slickster go even though there was no creature relocator near by. I had a tank with petroleum. It clumped up funny. I built tiles to try to move it towards a pump, but it looks like the tiles just replaced the petroleum. When using the “Equip clothing” dialog box, the scroll bar on the side goes further up and down than it should using mouse wheel. When tiles are replaced (ie, sandstone replaced with an airflow tile), where does the sandstone go? Not sure if I get the sandstone back. I had manual generators hooked up to nothing other than each other and an exosuit forge (with nothing in the queue), and dupes started riding the bikes. I once saw a stiffed plant properties said that read: “Current Pressure: {Current Pressure}”, looks like there was a variable that didn’t get set. Also saw a Bristle Blair Plant say: "Growth Halted: {Reasons}" At one point, I managed to plant a Wheezewort so that it had to grow through a ladder, and I can't remove the ladder. I once saw that I had Mealwood Seeds: 20.67727 A dupe reported “Chilly Surroundings” at 30.5 C I once had a dupe stuck, and would not move until I reloaded the game. A transformer once reported "No wire connected", yet has 1000J available and machines that it is connected to are working. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/ Share on other sites More sharing options...
YoldaDup Posted November 28, 2017 Share Posted November 28, 2017 I default all my answers to: Yes I agree to most of it. here is a list of my personal no's: I'd like the natural gas power plant to have a pipe output for it's polluted water so I can pipe it somewhere else.Nuclear power. Add uranium, a centrifuge, and a nuclear reactor that could perhaps use up a whole room and be built out of several parts. Heat tubes, sinks, and pumps to deal with heat. Gas, liquid, and electrical bridges that span two or more tiles would be helpful. The water purifier should output water at roughly the same temperature that it goes in. Seems to always be 40C. I keep having to use the “deliver exosuit” button at exosuit docs since I have two air locks at either side of base, and dupes take off their suits at a different one than they left the base through. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-978817 Share on other sites More sharing options...
sadovsf Posted November 28, 2017 Share Posted November 28, 2017 24 minutes ago, YoldaDup said: Nuclear power. Add uranium, a centrifuge, and a nuclear reactor that could perhaps use up a whole room and be built out of several parts. There was actually some suggestion like this already. I thing ideal way of doing this would be to make it not as single purpose device but multipurpose parts. Like Reactor Core would generate big amount of heat converting liquid to steam, then turbine which would generate electricity when gass would pass through it etc... You get the idea (not neccasarly saying we need these parts, read it just as example of possible parts. Main point is that this would allow us to create different devices, use parts in more creative ways and come with different reactor designs. Basically adding more possibilities over all) Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-978820 Share on other sites More sharing options...
Neotix Posted November 28, 2017 Share Posted November 28, 2017 I wanted to answer to almost every point but it's too much of it. Quite a lot of the points can already be done but you posted them here because of your lack of knowledge about the game. Some points are about to make game easier like adding polluted water output in generator. You just want to avoid deal with that and make simple pipe network. Some obstacles in game have purpose to be a challenge. Some points are about adding options to cover bad base designs. Of course there are some points that I strongly agree with. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-978827 Share on other sites More sharing options...
Alpe12 Posted November 29, 2017 Share Posted November 29, 2017 Agree with most. On 11/28/2017 at 7:56 AM, madcat1188 said: I’d love to be able to farm wheezeworts. Naah, feels like a cheat. On 11/28/2017 at 7:56 AM, madcat1188 said: If a resource is eaten by a hatch, specify what resource was eaten. Think this would be a bit hard to implement/mantain. On 11/28/2017 at 7:56 AM, madcat1188 said: In temperature overlay, I’d suggest switching the colors around for chilled, cold, and absolute zero. The dark blue seems colder to me. I would like a button on that overlay, that allow us to customize minimum and maximum temp when it's selected. Or a button that when checked would use the range of temperature of what is on screen right now. On 11/28/2017 at 7:56 AM, madcat1188 said: I’m a little surprised you can drop water on generators to cool them. Usually, water and electricity don’t mix. Pure water actually don't conduct eletricity. And I think this buildings would have a good isolation to the outside. On 11/28/2017 at 7:56 AM, madcat1188 said: When tiles are replaced (ie, sandstone replaced with an airflow tile), where does the sandstone go? Not sure if I get the sandstone back. They are destroyed. :/ We have to deconstruct and build if we want the materials back. On 11/28/2017 at 7:56 AM, madcat1188 said: I had manual generators hooked up to nothing other than each other and an exosuit forge (with nothing in the queue), and dupes started riding the bikes. I think they take into consideration the general amount of power stored in batteries. Regardless if it's connected to them or not. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-979212 Share on other sites More sharing options...
Michi01 Posted November 29, 2017 Share Posted November 29, 2017 On 28.11.2017 at 8:56 AM, madcat1188 said: “Hot keys” to automatically jump to a saved place on the map, to make it easier to move around. One thing that you can do already is press "h" to go to the starting area (the printing pod to be more precise). On 28.11.2017 at 8:56 AM, madcat1188 said: It would be great if the game ran on Linux (all the cool games are doing it). Nice, they added this shortly after you made your post. On 28.11.2017 at 8:56 AM, madcat1188 said: It would be great if the sweep button could be set to only sweep certain types of things. You can limit which materials will be stored in storage compactors for the same effect. On 28.11.2017 at 8:56 AM, madcat1188 said: I'd like to be able to shut air vents so they don't blow out anymore, or perhaps adjust their max air pressure. You can do both of these things using an atmo sensor and a gas shutoff. On 28.11.2017 at 8:56 AM, madcat1188 said: It looks like there is no priority selection on power switches, but there have been times I've wanted to set it to 9 to get a switch changed right away. Same with a gas or liquid valve. I don't know about switches, but I am certain that you can actually give valves a priority, but only if they are awaiting a duplicant to change their settings. On 28.11.2017 at 8:56 AM, madcat1188 said: It would be nice if the gas filters had a pass through mode, where they just pass though any gas to the green output. Build a separate pipe that allows gases to flow past the gas filter without going through it. Put a gas shutoff in front of the filter and in front of the separate pipe. Connect one of the gas shutoffs to a signal switch and the other to the same signal switch but with a NOT gate in between. Toggle the signal switch to toggle "pass through mode". Since this might be a bit hard to understand I'll put a screenshot here of what it looks like in the game. On 28.11.2017 at 8:56 AM, madcat1188 said: Insulated doors that don’t transfer heat when they are closed. (Not sure how much heat the mechanized airlock allows to flow). Not that insulated doors wouldn't be nice, but you can also achieve perfect insulation by using two airlock doors and always pumping out the air between them. On 28.11.2017 at 8:56 AM, madcat1188 said: To set the maximum pressure of an Algae Deoxydizer. You can use an atmo sensor for that. On 28.11.2017 at 8:56 AM, madcat1188 said: Heat tubes, sinks, and pumps to deal with heat. You can use temp-shift plates as heat sinks and to let heat disperse faster. You could also use tungsten pipes with cold liquid in them to cool buildings. Thermo regulators and thermo aquatuners are heat pumps. Wheezeworts and thermo-nullifiers let you delete heat. On 28.11.2017 at 8:56 AM, madcat1188 said: For the liquid pump, show how much water it has access to just like liquid bottler does. The liquid bottler tells you how much water it touches rather than how much water it has access to. In order for a display of the accessible water to be useful for a pump, it should probably display all water it has access to rather than all water that it's touching. That might be a bit hard to implement though, since not all water that's in the same body of water as the pump is necessarily accessible to it. On 28.11.2017 at 8:56 AM, madcat1188 said: Put air pumps on suck mode, so they suck through a vent and blow out in whatever room they're in. Not that I would be opposed to this, but I imagine an overhaul of the current piping mechanics would be required to make it work. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-979259 Share on other sites More sharing options...
madcat1188 Posted December 9, 2017 Author Share Posted December 9, 2017 Thanks everyone for your feedback on my feedback. Looks like having the natural gas power plant with a pipe to output the polluted water isn't very popular. Thanks ok. I can always make a tank underneath them and pump the PH2O elsewhere. Plus I usually place some carbon skimmers underneath to deal with the CO2, and let the PH2O cool them, but I was just thinking it might be nice to have some other options. As for Nuclear power, I agree with sadovsf. Nuclear power plants with lots of components that require a variety of materials like plastic and refined metals and need to be built individually and connected together ... what could go wrong? Radiation sickness could be an issue that would need to be dealt with. Farming wheezeworts seems like a cheat? Perhaps, but what if it was fairly difficult, for example, requiring that you cool a room down to -40C of oxygen at 2Kg? And the rate you get new seeds out is quite low. While I think of it, it would also be nice to be able to farm Bluff Brairs, but with a similar difficulty level. I don't think it would be difficult to specify what a hatch is eating when it eats something ... just change the text message that says "Resource eaten" to "Sandstone eaten". But perhaps I'm wrong. I still think I could make use of a sweep button that could select only certain things. For example, if I want get all the algae and copper picked up before hatches can eat it. I could pause the game and individually click on all the algae and copper and click the sweep button, but that's a pain. If I change a storage compactor setting to store only algae and copper, they will dump out what they already have, and I don't necessarily want that. Plus, in the late game, I'll often have going on 100 storage compactors built, set to store different types of things in different locations, and changing the settings on all of them would be a pain. As for priorities in the gas valve, I'm seeing this: So I'm not seeing the priority for adjusting the flow control anywhere. I'm also not seeing it if I adjust the flow control then click the prioritize button at the bottom right. Perhaps I'm missing it? It's not really that big of an issue anyway since the changes usually get made pretty fast. Now that I think of it, I've also noticed the thermo, atmo, and hrydo sensors don't require dupes to change them ... perhaps they should? I've used them as "cheats" a few times when I need to control something and get it changed right away. Thanks, Mitchi01, for your picture showing how to do the gas bypass. My notes were actually from before logic upgrade, there was a bit of a delay in me getting them to this forum since I'm busy. Now that I've played the logic upgrade a bit, I have a few more ideas: Batteries could have a logic output that is 1 when they are full, 0 otherwise. Alarms: Hook logic devices up to an alarm, and if it is a 1, make the edge of the screen flash red, an alarm sounds, and a custom text message appears in the upper left. For example, I could place a hydro sensor in a tank of water, and have an alarm that says "Warning: Water too high" if it goes above a certain level. Thanks everyone! Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-982731 Share on other sites More sharing options...
OfficialLolicon Posted December 9, 2017 Share Posted December 9, 2017 The Gas Valve and Liquid Valve are insta-Changed when set, no dupe actions required (Such as switches like you mentioned).. I actually in farming Wheezeworts and Briars, but should be set to have lower seed chance (I'm good with 2% actually) since they're kinda .. Fun fact: There's actually a hidden building called as a "Smart Battery" which can connected to a automation overlay. Rather than a 1 and 0 when full or empty, it sends a signal depending on its set threshold. Hope the devs add it into the game. Most of the things I wanna say are already mentioned by @Mochi01 Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-982764 Share on other sites More sharing options...
Neotix Posted December 9, 2017 Share Posted December 9, 2017 1 hour ago, OfficialLolicon said: The Gas Valve and Liquid Valve are insta-Changed when set, no dupe actions required (Such as switches like you mentioned). No, they don't. Still to apply changes dupe is needed. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-982775 Share on other sites More sharing options...
OfficialLolicon Posted December 10, 2017 Share Posted December 10, 2017 21 hours ago, Neotix said: No, they don't. Still to apply changes dupe is needed. What? Really? They changed so fast I thought it was instant.. Link to comment https://forums.kleientertainment.com/forums/topic/84815-i-have-notes-lots-of-them/#findComment-983048 Share on other sites More sharing options...
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