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Klei Bug Tracker

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Posts posted by meepmoop

  1. 7 hours ago, TripLykely said:

    It certainly could be better but I'd imagine the database will get fine tuned as that seems more of a 'polishing' detail than other aspects of the DLC.

    The data base and info/UI is something I have been commenting about i think ever since I created the account here (you can check my history and see for yourself that I also noticed the points TheKilltech was mentioning). I was asking to tweak it for a long time before the DLC was announced. I agree with the thread opener on this. the data and in game info needs to be improved. And presentation needs to be improved as well.
    It is something that is related to 'polishing' rather then 'features' so I understand if it isn't the highest priority. But I just hope that it will get done *sometime*. I expected it to get fixed when the full game was out, and in the end it wasn't. Now I expect it to get fixed when the DLC will be finished.

  2. Just now, Steve8 said:

    The whole point of the new resource panel is that you can customize it. All new resources are pinned to it unless you press a button to clear them, which I'm not really a fan of as that created some clutter. But you can select exactly what you want to show. So if you care about something just pin it.

    It's basically like this mod:

    It regards my 2ed point. I know you can customize it. What I say is that the 'default' look is not very good.
    Just another example is that the starting chart mentions the asteroid you are currently on, but space is quite a long way to go so you wont need to think about it for long time. it is useless. Also for me the first time of 'breaching the surface' was kinda cool moment that I didnt expect. so this might be seen as a spoilery thing maybe. Just an easy fix would be not to present info that is unnecessary at the moment.

  3. 1. Like with the base game, there needs to be more dry info on the buildings, plants and critters. Having standardized way to express things (some things state they 'emite', others dont, some things are explained as in kg/sec others not at all or in kg/cycles). If we use the in game cyclopedia then we can know how much of something some building consume but then there is no hyperlink or anything to learn more about the consumed material. The info about critters suffers from this a lot (and unlike in many other games with poor cyclopedia, oni's wiki is kinda poor as well). maybe a little more explanation and some flavor on the entries (specially the critters and plants) could go a long way to make the game enjoyable for someone who is not-yet-invested.

    2. There is a bombardment of useless info that is shoved to the face of the player. Its not very useful to know you have hundreds of tons of rock or few kilograms of phosphorus. I rarely use the whole cluster of info in the right side of the screen yet its something that gets highlighted a lot. At the same time I almost never know when Im out of a resource until I am. Its a combination of both too much info and too little. I am sorry that I am not very specific but thats what I can get without over analyzing it.

    I know you have bigger fish to fry currently (radiation, more space stuff), but those are things that are top priority and will be sorted out eventually.

    tldr - information presentation needs some tweaking.

    Disclaimer - Ok I had a bit of an impulse purchase and I bought the DLC without letting the fact its 'early access' sink in. I would have gotten the DLC eventually so I dont regret it much (would be a purchase I would have made anyway). Anyway I had a bit higher expectations and now I can see its quite incomplete game. Might use the best of it and at least give some feedback on the game? Mind you I dont play much so my notes might be regarding only things that are on the surface.

  4. 1 hour ago, Ipsquiggle said:


    • Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact
    • Added Conveyor sensors!
    • A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now.
    • Fix "ghost" rocket modules appearing for rockets already in space after a load (Nice!)
    • Fix doors deleting themselves when melting (what does that mean?)


    Big breakthrows all over

  5. Thats awsome!

    I played around in sandbox to check things out and it seems like there are some very cool concepts added. Especially for people who like logic gates and automation and all the efficiency-factorio-features in ONI, which I think most of the hardcore players do.

    Building hammer and notification sensor both sound a bit similar right?

    Hope to try a bit more out on the weekend when I have free time, although im pretty decisive if to play now and share feedback-opinion or just wait for the final cut so I wont be disappointing of cut-features I liked.

    25 minutes ago, Sasza22 said:

    A few things that crossed my mind. The vents and reservoirs don`t use power. Previous automated storage needed power, even shutoffs needed power. Does the new stuff need power to work? If not is the old stuff getting changed to not require power as well?

    Ribbon wires would be amazing if they could be connected to fabrication stations to control individual recipies. It would be a separate port and each wire of the ribbon would enable a different recipie. Would be amazing to control the smelter or electric grill.

    To be fair i think the smart-storage power was a mistake. What ended happening is big part of players prefered exploiting some game mechanic (like pressure sensor) instead of using it. Or just avoid using it all together (CONSTANT 60w is a bit demanding)

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  6. On 2/10/2020 at 8:10 PM, TrashLord said:

    That's what they tried to do last year, but they couldn't keep up and had to scale back. People were... vocal with their displeasure so I can understand why they wouldn't want to say anything concrete and risk making the same mistake twice.

    I really hope you are right and not that they are 'toning down' or abandoning the game.