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I absolutely love ONI, but as promised, or possibly threatened, I have returned with some more feedback on your dangerously wonderful game. So, in no particular order, some tough love for you!

1: Do not have "remove suit" next to the move order button. It is much too hard to get dupes to put it back on afterwards for this. Put the remove suit button in a secret tab that nobody can find. I have never needed it. I have needed the move order a million times.

2: Make it more clear which buildings are linked to which activity. You can usually find out when somebody uses it, but not always if something isn't working.

3: Sage hatches need work. I have tried ranching them, and have decided that what they eat is generally far more valuable than what they produce. So I have stopped. Maybe eat plant seeds and poop coal?

4: Ranching and moving trussed critters. Ranchers should not truss a critter and then go off to do something else unrelated to that trussed critter. Hey, come back; you're not finished yet! If you are moving many critters he will just stand there at the old dropoff point all day, endlessly trussing critters but not moving any of them to the new location. Which means that they break their truss while the rancher is busy chain trussing all the others. My keen math skills tell me that moving the critters will take forever like this. And they won't even be moved at all. All in all a very poor use of everybody's time and energy.

5: Have more colors in the atmo overlay. I need to distinguish between Co2 and chlorine all the time. The atmo overlay should work for that.

6: Farting in ONI last forever, whereas it dissipates completely in O2 in something like 28 seconds. Maybe you could use it for a natural gas generator, but I highly doubt it. So as it is I just avoid flatulent dupes altogether. They also fart in my water locks to no acclaim whatsoever.

7:  Please add insulated doors for hot or cold rooms.

8: Please add floor hatches so that I don't have to be told all day how wonderful sideways airlocks are. I would like to be able to have the entrance to a proper room be on the top or bottom without having to rotate doors and make everything ugly.

9: Multiple exits leads to instant exo suit chaos. Not sure if you can assign specific docks to dupes, but it would still be very impractical. I have docks all over the place for lots of things, and want people to be able to get in if they need to do something there. But I don't want them to run out one exit and in another and leave the suits on the floor because all the docks there are full. Could perhaps each suit be linked permanently to a specific dock? That would solve all my problems. I think...

10: The putting on of clothes is a major difficulty for the dupes. I have tested it, and have now waited for 180 cycles for my farmer to run to an alien ruin and put on a snazzy suit. This takes two seconds. Right now the only way to get her to do it is to disable all other activities completely and then reset them afterwards. Could it be any more impractical to put on a sweater? Why doesn't this just take precedence by itself since it only takes a moment? The giant brain seems to.

11: Fish feeder seems buggy. I built a cold tank for some gulp fishes, and a feeder. They dupes filled it, but the fish refused to eat from it and was hungry for the rest of its life. I then built a second feeder that the dupes are not filling with any of my 42 tons of algae, for which I have now waited for 20 cycles or so. So now I have an empty fish feeder instead of the full one that the fish didn't eat from. So I have now tried building six more feeders in what seems to me like plausible locations for a fish feeder, in the hopes that someone will fill one of them AND that the fish will eat from it at the same time. And then I will remove all the other fish feeders. And this will last exactly until the water level changes and then I imagine I will get to do it all over again.

12: Glossy dreckos are too rare. Once you get one you can start ranching and everything is fine. But finding that first glossy or egg is excruciatingly hard sometimes. I built what I still insist is the perfect glossy ranch, and had it ready by about cycle 65. I am now on cycle 250 and have still not seen hide nor hair of a single glossy drecko. Every morning I scan the entire map for any eggs, but extreme bupkis so far. If this is intended to be an alternative source of plastic it is not working as intended when they are this hard to find.

13: Spacing bug with hydrophonic nuts and balm lilies. I grow them in my drecko ranch where space is at a premium. You can place a hydrophonic tile and a farm tile with a five tile space between them where the plants can grow. and plant a nut and a lily at the same time. But not if one of them is already growing. Then the outline turns red when you try to plant the other one They both need to be ordered planted at the same time for it to work, in other words. Which is odd.

14: Too few diseases and a little too easy to deal with the ones that are already in the game. I always have a medbay, but more because I feel as if I should than because I need one. And it is extremely unfancy in my current game. It has in fact only been used once in 250 cycles, when Meep got hypothermia while at low immunity and then slimelung on top of it. He spent four cycles in the sick bay. But since then it has not been visited by anybody at all. I feel as if there is no need for a chamber, an apothecary or anything else health care related right now, except perhaps for inexperienced players. I obviously don't even need the plumbing for the lavatory and sink no one ever uses in my current base, and could have made do with a wash basin and an outhouse nobody ever uses instead. I love hindsight.

15: Variation:

a) Please consider adding one more hab-zone biome for variation. The game has felt a bit samey since you moved the cold biomes away from the starting zone, and a third possible bordering biome would make it less so. No particular suggestions, but maybe a tropical biome with quicksand and things.

b) I would still like hostile/hard to tame critters, in order to make the combat stat a little less pointless than it presently is. Perhaps they can be placed in your new jungle biome. I would also like a critter that lives in the cold biome. It feels quite empty now when compared to the others.

c) More variation in the artwork. Pretty sure one of the noob paintings and the noob sculpture were actually removed. The stick figure drawing doesn't appear anymore, only the hideous fruit bowl. Clearly we're moving in the wrong direction there. Not expecting miracles, but maybe a portrait of each of the dupes or something? That should cover us and then some, and shouldn't be too demanding to squeeze in. You already have about 30 dupes, but only portraits of Stinky Munch and Bubbles. And something like five different statues sounds right to me, so that there is a chance that the base will not look as if it is being inhabited by unimaginative and myopic people. My record is eight identical paintings next to each other btw. And obviously all the statues are the same.

d) More rec items. Probably coming in the next update, but I would like a reason to not build a minimum size rec room every time because there is nothing I could usefully build in it anyway, except for my one massage table and two decorative flower pots.

16: Your water is weird. Occasionally liquids will behave very strangely, and form little hills or weird, non luquidy surfaces in general. It can also be quite hard to tell what the surface level of things actually is when the liquid just stubbornly refuses to settle in the fashion I expect liquids to settle in. I demand a water line! I understand that this must be tough to program when everything can move around, but it's still annoying when someone farts in my water lock and the surface looks as if it is loose from the lock but actually is not. It will just have this weird concave in the air before it tends to settle within a cycle or two. Also farting there causes endless water leakage issues. It should make bubbles in the water. I know because I have tried it. Not in a chlorine water lock though...Anyway, farting is just not cool, and I will ban it from future bases!

17: Building entombment/flooding/overheat warnings are not needed for alien ruins! At all! Particularly not ones that have regolith falling form the ceiling constantly.

18: I would like the option to set public status for beds and mess tables, so that I may place them far away for the use of any dupe who is nearby.

19: The game now runs extremely poorly for me. Previously I had no problems no matter how long I played, but now it seems to get more and more laggy past about cycle 100. It is particularly bad if I have to load a save while in the game, or indeed if I want to exit the game. That can take anywhere from two minutes now. And it is also very, very slow when autosaving each morning. And when panning around with WASD, which you do like 100% of the time anyway, so no big deal. I can't even listen to my own music with Winamp anymore, because ONI keeps turning the sound off and on in an annoying fashion while it is using my entire PC to lag endlessly.

--------------------

Please fix all of my problems right this instant. Thank you.

 

 

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10 hours ago, Fishslap said:

3: Sage hatches need work. I have tried ranching them, and have decided that what they eat is generally far more valuable than what they produce. So I have stopped. Maybe eat plant seeds and poop coal?

Eating seeds would be a fine way to get rid of the mountain of mealwood seeds you end up with lategame. Sage hatches aren`t too useful currently but i think they`re a work in progress. Maybe they`ll add something they are useful for soon.

 

10 hours ago, Fishslap said:

4: Ranching and moving trussed critters. Ranchers should not truss a critter and then go off to do something else unrelated to that trussed critter.

It`s a common theme that a dupe does stuff that`s his job (wrangling) but ignores the other important part (delivering). I`m not sure if giving ranchers a high priority for deliver helps. but it happens with a lot of stuff. especially infuriating when a dupe runs all the way from the base to the edge of the world to deliver materials for a build and doesn`t even finish the build.

 

10 hours ago, Fishslap said:

Farting in ONI last forever, whereas it dissipates completely in O2 in something like 28 seconds. Maybe you could use it for a natural gas generator, but I highly doubt it. So as it is I just avoid flatulent dupes altogether. They also fart in my water locks to no acclaim whatsoever.

I`ve seen people do "flatulent runs" and actually use a nat gas generator powered by "bio gas". Generally nothing is lost in the game. If there`s 5 mg of gas somewhere in your base it`s not going to disappear.

 

10 hours ago, Fishslap said:

7:  Please add insulated doors for hot or cold rooms.

+1

 

10 hours ago, Fishslap said:

12: Glossy dreckos are too rare.

If you feed regular dreckos with mealwood they get an increased chance to lay a glossy egg. Also glossy dreckos eat only mealwood and bristle blossom so it`s better to get the ranch with those from the start. You can modify most of the egg chances for critters by feeding the certain things or keeping htem in certain temperature range.

 

10 hours ago, Fishslap said:

14: Too few diseases and a little too easy to deal with the ones that are already in the game. I always have a medbay, but more because I feel as if I should than because I need one.

Medbay is still useful for sunburns, heatstrokes and damage from scalding. If you get exo suits early you won`t have trouble with germs it seems. Only times i needed the medbay for slimelung was when i was mining out slime biomes without exo suits.

 

10 hours ago, Fishslap said:

17: Building entombment/flooding/overheat warnings are not needed for alien ruins! At all! Particularly not ones that have regolith falling form the ceiling constantly.

+1

 

10 hours ago, Fishslap said:

19: The game now runs extremely poorly for me.

Are you running the expressive preview? Previews have extra crash report tools that slow down the game a lot. It should work much better a week or so from now when it`s out.

OK, thanks for the response. Not running the preview, and am still on Cosmic. The game just doesn't run as well at all as it did two or three updates ago. In particular I just have so much lag that it makes the game almost unplayable, and it gets worse the longer I play. Frequently have to close the game and restart it to lose lag.

As for med bays and sunburn etc, I still just got through 250 cycles without even using it. Except for the one hypothermia/slimelung case. Heat stroke can be avoided by careful construction and hypothermia by micro managing underwater and cold work. And slimelung is fairly trivial too because it dies in clean O2 eventually.

On 7/18/2018 at 8:07 PM, Fishslap said:

5: Have more colors in the atmo overlay. I need to distinguish between Co2 and chlorine all the time. The atmo overlay should work for that.

This used to be a thing, and it's something I wish they'd revert back to.

fGOQebO.jpg

 

On 7/18/2018 at 8:07 PM, Fishslap said:

7:  Please add insulated doors for hot or cold rooms.

Allowing us to construct airlocks out of ceramic would solve this problem.

 

On 7/18/2018 at 8:07 PM, Fishslap said:

8: Please add floor hatches so that I don't have to be told all day how wonderful sideways airlocks are. I would like to be able to have the entrance to a proper room be on the top or bottom without having to rotate doors and make everything ugly.

+1

 

On 7/18/2018 at 8:07 PM, Fishslap said:

14: Too few diseases and a little too easy to deal with the ones that are already in the game. I always have a medbay, but more because I feel as if I should than because I need one. And it is extremely unfancy in my current game. It has in fact only been used once in 250 cycles, when Meep got hypothermia while at low immunity and then slimelung on top of it. He spent four cycles in the sick bay. But since then it has not been visited by anybody at all. I feel as if there is no need for a chamber, an apothecary or anything else health care related right now, except perhaps for inexperienced players. I obviously don't even need the plumbing for the lavatory and sink no one ever uses in my current base, and could have made do with a wash basin and an outhouse nobody ever uses instead. I love hindsight.

Some more diseases, environmental hazards, and aggressive creatures are definitely in order.  Right now injuries and sicknesses are too easy to avoid and the need for a caregiver is virtually nil to players who know how to handles germs and extreme temperatures.

 

On 7/18/2018 at 8:07 PM, Fishslap said:

a) Please consider adding one more hab-zone biome for variation. The game has felt a bit samey since you moved the cold biomes away from the starting zone, and a third possible bordering biome would make it less so. No particular suggestions, but maybe a tropical biome with quicksand and things.

I would propose a limestone biome.  Limestone lends itself well to the formation of caverns, so it make it would be a nice buffer between the starting biome and some of the more extreme biomes.  Limestone could provide a more readily available source of lime, and it would be a natural place to add volgus.

 

On 7/18/2018 at 8:07 PM, Fishslap said:

b) I would still like hostile/hard to tame critters, in order to make the combat stat a little less pointless than it presently is. Perhaps they can be placed in your new jungle biome. I would also like a critter that lives in the cold biome. It feels quite empty now when compared to the others.

Huge +1 from me on this one.  Shockworms are already in the game.  Volgus could also fill the niche of nuisance critter.  As you said, Combat needs to matter.

 

On 7/18/2018 at 8:07 PM, Fishslap said:

18: I would like the option to set public status for beds and mess tables, so that I may place them far away for the use of any dupe who is nearby.

If the upcoming EU allows us to roll with day and night shifts then cots need a "public" setting so we can hotbunk if we so choose.

On 7/20/2018 at 5:47 AM, Madbro said:

I really need insulative doors! Those metal doors are annoying - they are all heat-conductive.

I guess we just need to be able to construct door from minerals to solve it. Or ceramic like goboking said.. Or they could keep the doors metal but with insulation.

On 7/20/2018 at 4:16 AM, goboking said:

I would propose a limestone biome.  Limestone lends itself well to the formation of caverns, so it make it would be a nice buffer between the starting biome and some of the more extreme biomes.  Limestone could provide a more readily available source of lime, and it would be a natural place to add volgus.

Huge +1 from me on this one.  Shockworms are already in the game.  Volgus could also fill the niche of nuisance critter.  As you said, Combat needs to matter.

 

I hadn't seen those creatures before. Just had a look and it's just what is needed. I guess it's coming then. Then again, I once saw concept art for a diving suit and an alien with sunglasses on, or possibly a monocle, so you just never know what will end up being scrapped.

As for the biomes, I think every map feels a little too similar now. You find different geysers, but that's more or less it. It shouldn't matter, but it felt less so when you could border cold biomes. Just having that third possibility at the start made it feel less predictable somehow. I understand why they changed it, because it got abused royally. But a new biome would solve my problem. Limestone is interesting. Of course everything is a bit cavelike in this game, but I think I get your idea. You would have to put material, plants and things in it of course, so bit of a job all told. Still, I hope they get to it. But they also need to add more gases, for example some of the nonexistent ones that presently appear in the gas filter menu. Helium sounds fun, so maybe a tropical, lime stone-y helium place. Klei will have that done in no time at all!

 

Right?

Think about dreckos for a second.

  • They have 2% base chance to lay a glossy drecko egg. (see biology link in my signature for more info)
  • They have 1% wild reproduction, which means 1 egg per 100 cycles
  • Eggs take 30 cycles to hatch in the wild

So for a given wild drecko, his first glossy drecklet child can hatch with 2% chance on cycle 130. Do you really think you'll find a wild glossy drecko?

Again, eggs have 2% chance to be glossy. + wild dreckos lay eggs very rarely - once per 100 cycles. Do you really think you'll find a wild glossy egg?

Moral of the story - breeding FTW!

I'm at cycle 160 and have 8-10 glossy cows + 5 glossy eggs, I'm even considering letting them ome, since I don't need so many glossies(but who knows, that plastic is nice to have after all). How? Simple - find normal Dreckos => groom and feed with mealwood => get glossy eggs => incubate.

There's nothing wrong with Glossy dreckos. In fact, there's a big thing wrong with balm lilies - they generate food for normal dreckos without using anything.

Other than this, it's a nice list of suggestions, I'd agree with the majority.

I bred dreckos for 250 cycles without a single glossy drecko egg anywhere, which was why I  looked in the wild every morning. Obviously there wouldn't be anything in my ranch, so so much for your breeding. Like I said, it is fine IF YOU GET THE FIRST ONE, which you obviously did, Mr Smug. And most of the times that has happened to me, I have indeed either found a wild glossy drecko or a glossy drecko egg in the wild. And then you can breed them in a ranch, not before. It is not even slightly fine when the first one refuses to spawn, either in the wild or in your ranch.for 250 cycles. And yes, there's something wrong with that and has happened to me twice now. It completely crippled my oil-free plastic production both times.

20 hours ago, Fishslap said:

I bred dreckos for 250 cycles without a single glossy drecko egg anywhere

 

That`s really weird. I usually get a glossy egg as the 3rd ot 4th egg layed. Were you feeding your dreckos with mealwood? With them eating mealwood to doesn`t take long to reach over 50% chance for a glossy egg.

Yup. Mealwood, lilies and nuts, yet nothing. I restarted though, because I enjoy the early game more than the late game due to the frustrating lag I get now. And then I found a glossy right outside where I was building my ranch that even managed to move in on its own while I was building it. But the two times where it has been impossible for me to find one have not been fun.

On 2018/7/20 at 10:16 AM, goboking said:

This used to be a thing, and it's something I wish they'd revert back to.

fGOQebO.jpg

Is that from before automation update?

On 2018/7/25 at 2:42 AM, Fishslap said:

Yup. Mealwood, lilies and nuts, yet nothing. I restarted though, because I enjoy the early game more than the late game due to the frustrating lag I get now. And then I found a glossy right outside where I was building my ranch that even managed to move in on its own while I was building it. But the two times where it has been impossible for me to find one have not been fun.

try mealwood only.

On 7/23/2018 at 12:05 PM, martosss said:

Again, eggs have 2% chance to be glossy. + wild dreckos lay eggs very rarely - once per 100 cycles. Do you really think you'll find a wild glossy egg?

not wanting to be "that guy" but i have actually found way more glossy eggs than i have even bred. (admittedly i have only bred 5 specifically, but i've found i think its up to 11 now. (again, admittedly, across 2 or 3 maps)) but taking in to account ive yet to reach the surface at all and i pretty much never even uncover at least 3/5 of the map, there's a lot of places there could've been more. idk. i tend to leave them in their pocket and just dig around them. ymmv. again, i know its not much, or that impressive, but i'm just saying, you can find them more easily than the 2% would make it seem

9 minutes ago, thewreckedangle said:

not wanting to be "that guy" but i have actually found way more glossy eggs than i have even bred. (admittedly i have only bred 5 specifically, but i've found i think its up to 11 now. (again, admittedly, across 2 or 3 maps)) but taking in to account ive yet to reach the surface at all and i pretty much never even uncover at least 3/5 of the map, there's a lot of places there could've been more. idk. i tend to leave them in their pocket and just dig around them. ymmv. again, i know its not much, or that impressive, but i'm just saying, you can find them more easily than the 2% would make it seem

It's OK, I'm just reading the numbers and crunching them. It might be that your dreckos lived next to mealwood and that boosted their glossy egg chances. Or there's some wild chance for wild dreckos.

I had a suggestion : Duplicants should stop leaving their task as soon as the schuddle change to spare or sleeping time. :-/

They always leave food or other material on the ground...

 

Duplicants should always end their current task before doing something else, except when we move them to another job or if he do cooking or research.

So, if a duplicant is on his way to supply a coal generator before the night ... he should complete his task, and not leave the coal on the ground to go to bed. ;)

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