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Found 17 results

  1. Q.O.L. Bugs

    I know there is an official bug tracker but I figured I would list some of the bugs I have been encountering as well as some bugs I have seen other people mention since the Q.O.L. update. I am doing this so I don't have to report each bug individually or have to randomly comment on another thread. My hopes is this will help Klei figure out how to best deal with the bugs and other people may feel free to contribute if I missed anything. Tumbleweeds disappear upon hitting the edge of the map Beefalo can travel to Shipwrecked and through wormholes which causes major issues (I wont include individual bugs that world hopping can cause because that will take forever). Beefalo will not allow player to mount it unless you feed it at least one piece of grass. Making a board as Warbucks can crash the game Some boss music seems to be missing/not working correctly Bundling Chester's eyebone will cause chester to stop following you. Some Shipwrecked clothes items along with the Machete are available to craft in R.O.G. Using the brush on a Beefalo doesn't give you any wool. You can brush a beefalo more that once a day (pretty sure this is a bug?) Making a Hamlet world Large in the world options just generates a never ending loading screen. Peekos can spawn and climb down chopped down Tea Trees Some dark spots appear on the left hand side of the screen when the fog effect occurs during Humid Season. The loading music can sometimes continue into the actual start of the game (it goes away eventually but still annoying). Burning a cocooned tree will leave the webbing on the floor. It'll also have an invisible stump that prevents building of structures and prevents you from walking through it, but can't be dug up. Burchnuts bounce when planted. birds stop spawning after first Zound wave. Working music only plays the first time you craft an item and then never plays again unless you relog. Hopefully this is helpful, let me know if I missed anything.
  2. Unless I missed something, one always has to click "empty storage" atm. Unloading by dropping the stuff upon landing or by dupe & gantry would make fully automatic seed/creature farming possible.
  3. Currently the edge of the map is fixed at the edge of the screen. Allow the edge of the map to move to the center of the screen. This is an easy fix that would greatly improve the QoL of those who routinely build near the edge of the map and have to deal either with alerts/build menus or the resource list getting in the way. Nitroturtle explained it well in a post on another topic. Thanks for a great game Klei.
  4. I tried to write with feather pen/pencil, and was unable to do so. Am I missing something, or have I been duped? Wickerbottom says she needs a diagram...? thanks.
  5. Pick and choose what you feel bests suits the QoL update. I've posted some of these back in the beta, but will repeat just in case. Items with a (?) attached at the end means I'm not sure if they should be added. I'll probably add some more stuff as I think of them/become aware of them. They'll be signified by an * after the number. ** signifies ones those provided by other people in the comments below. Thanks to those individuals, as well as others who were constructive in this thread. It helps a lot! Commit to attack system in DS versus fake attack system in DST *(the fake attack system is better as you're not locked into an animation.) Ability to pick up items on the floor when holding something in your "invisible" hand (the mouse). Flingo range detector when placing down other items/structures. I suggest extending it to stuff like the sprinkler and maybe the oscillating fan. That way the player knows if the items are really within the structures range. Save times are not at the start of every day, but seems to be random (every 1.5 days or something). There is also save lag associated with it, meaning that the game freezes/stops whilst the game is saving. Despite the durability attached to thermal stones, DST thermal stones are more desirable since they seem to retain heat/cold for longer periods than their DS counterparts. A whirly fan please. Unlike DST, Summer in RoG cavs not only overheats you, but also withers plants. (?) In DST, the dwarf star from a starcaller lasts for 3.5 days, but only lasts for 0.25 of a day in DS. Also, the dwarf star itself does not look like a cool, fiery sun like its DST version. It also does not give off as big of a light radius as its DST counterpart. Mini Signs and by extension, the feather pencil. Similar map reveal range as DST when exploring the map. Lesser glow berries, which can also be added to RoC cave generation. Scaled furnace (?) Mushroom planter (?) *Ability to refine marble into marble beans to farm marble. *For trees to burn for longer periods of time, like in DST, and/or slower fire spread like DST. *The /rescue command in DST for in case a player somehow manages to clip out of a world, which puts them back onto walkable land. *In DS, Force attacking can force attack chester, glommer, and even worse, Houndius Shootius'. In DST, you must click to attack them. This keeps your beloved chester, glommer, and turrets safe from your own murderous hands (I guess this would also extend to Packim Baggins for SW, and Ro Bin for Hamlet). *In the caves, the day clock that says how many days it is, and when under a sun-lit area during daytime, will show the clock in its entirety until it hit dusks or when you walk into an area with no sunlight. *This one actually isn't in DST, but I would like to see nonetheless in both versions. The Snurtle Mounds can actually be attacked with the regular attack button (F by default). I suggest changing it to being either the force attack button, or even Click to Attack like what has been done to chester, glommer, and turrets for DST. I've begun to use snurtle shells extensively as of late for for some fun projects, and I've accidentally hit them a few times b/c of this . ** Thermal stones also glow if fully heated during night in dst, unlike ds thermal stones. Credits to metallichydra for bringing this one up). ** One small change I'd like to have in single player is to have the ability to hold the Space bar on Tooth Traps and reset them that way without picking them up. Right-clicking on them can be finicky at times. (Credits to TheKingDedede for bringing this one up). ** Berry bush hats are hard to use because your character will randomly exit them, voice lines, foods spoils [ie. it turns to rot], and etc. (Credits to zzKratoszz for bringing this up). This is also the case for when the player hides in the Snurtle Shell. * When using the console or even just pressing the button to open the console requires you to hit Control + L to get rid of the console text. In DST, it automatically goes away when you hit (`) to get out of that menu. * In DST, Ice Flingomatics have an EMERGENCY MODE aspect to them, where the ice flingomatics automatically turn on if it detects that a fire has occurred within its range after a certain amount of time has passed. ** In addition the birdcage has the new bird poop mechanic. And the compass had some small changes that were kind of fun. (Credits to zzKratoszz for bringing this one up.) I believe they're referring to the fact that when birds in a birdcage are fed seeds, they have a small chance to poop a miniature guano. For compasses, they are equipable in the hand slot, display a little compass icon above said hand-slot, and the red needle in the compass moves like crazy when the player is low on sanity. Here are some character additions/changes from DST. I'm not completely sure about these as they require more thought and deliberation, or may be unpopular. Willow can craft Bernie. Wendy can craft multiple Abigail flowers. The shadow tab which assigns Maxwell's minions a job is better implementation of his ability than his DS counterpart IMO. Also, in DS, summoning minions places a cap on his health and sanity, whereas in DST, it is only his sanity that gets capped. Thank you for reading these suggestions! Edit: I want the devs to know that I appreciate the fact that they're reviewing what they feel will be appropriate for the QoL update. Hopefully what I've submitted are objective/good QoL changes that will make playing the game nicer!
  6. To replace old ladder with plastic one only way is to deconstruct old one then rebuild. Make it same with tile building, if material is different it cant be placed on top and then replaced.
  7. Please dear Klei, greatest developers of the known world, add in a setting so that we can set a delay on the tooltips that pop up instantly now. For those of us who have played the game quite awhile, it just clutters up the screen and the wonderful little artistic cartoony world to see all that data ALL the time... I'd suggest anywhere from 0 seconds to 3 for the settings with a simple slider. Oh please, oh please oh please!?
  8. It's really annoying when we mark something for sweep and a dupe grab it, and drop it for some reason (eg: end of worktime) and it remains there, on the ground, because the sweep order is removed after it's grabbed.
  9. For now with early critter management i often end up sweeping eggs i don`t want in the stable (unwanted morphs and overpopulation) to a storage compactor and forgetting about them. This means i very rarely make use of the egg cracker. The main issue is that if i order to crack an egg the dupes will pick a random egg of that kind to crack, not always the one i want to dipose. If i could flag an egg for cracking like i flag food for composting it would save me some work and give me cracked eggs right away instead of waiting 10 cycles in a compactor.
  10. So, I am back to ONI after almost 4 months without playing to find out that quite a lot of things has changed (yay), which means a lot to try in a new base (yay). But, right now, with my 24 duplicants base, I receive in average 150 warning messages of the type "Building lacks resources" for my farms because I am out of slime. Which is not an issue since I have more than a million kCal in Fried Mushrooms while I build my push ranch (or just dig some more). So, instead of having 150 warning, one for each of my farm tile, would it be possible to gets all of them in one line? For example, it could looks like this when I hover, do not hover with my mouse: NOT HOVERING: - Building lacks resources (150) WHEN HOVERING THE PREVIOUS LINE: - Farm plots (145) - Rock Granulator (2) - Grill (3) -etc... That way, I can actually see on one screen what is missing, which I cannot do right now.
  11. Hello Klei, and thank you for the great work, ONI is more enjoyable now than ever ! Here is a list of various ideas/suggestions I got while playing the game : 1) I think it would be a great idea to NOT show and count unpermitted foods in the edible kcal counter on the top right corner, while keeping the total available kcal count in the top left list of materials. My reasoning behind this is that there is a lot of parameters to constantly watch during the course of a playthrough, and the UI should be here as an easy access to this important information. I can't remember how many times I am constantly checking the edible counter just to realize that what's left is food that I chose to disallow/spare for later. So, to me, this edible counter is misleading and often leads to starvation issues. I really think it should display total permitted food instead of total available food. 2) Having the encyclopedia (or database I believe) being accessible from the main menu. While thinking about contraptions and stuff outside of the game, I often find myself wanting to check some info (input/output values, or anything really), and have to start the game and load a playthrough (which can a loooooooooong time for late game bases, not that I mind, I understand) just to check a single value. This is quite a hassle, and since the encyclopedia is already there, it might be possible to add a way to access it from the game's main menu. On that note, having output temperatures of all coumpounds created by a building, whether they are fixed or dynamic, would be a real nice addition to the encyclopedia. 3) Gas and liquid vents aren't selectable from their respective overlay. I understand you have to hit a compromise, since allowing to interact with it in its overlay means that it could be cancelled or deconstructed, but I probably would find this behavior more consistent and logical. 4) Since the official release is closer than ever, I believe the buildings categories could be refined a little bit : - I believe a new player would rather have atmo, gas element and liquid sensors in their respective tabs instead of the automation one. On the other hand, it could also work by having in-pipe sensors in the automation category. Either way, the actual categories feel a bit inconsistent to me right now. - On this note, I feel the "utilities" category has been something in which you threw stuff you couldn't fit anywhere else. However, it happens that most buildings in there have something to with heat management. I feel like moving the oil well to the refinement tab and the ore scrubber to either medecine (a bit weird, but it somehow cleans stuff) or refinement (cleaning ore is actually, in a sense, a form of refinening) and renaming the category to "heat management" or even "temperature management" (more user friendly I feel) would be clearer for new and old players alike. And to follow on the automation remarks from before, it would then be consistent to move the three temperature sensors in this category. That would leave the automation tab with only logical elements. The other approach would be to split the automation tab into a logic components tab and a sensors tab which would countains every sensor in the game. 5) It would be great to be able to limit priority setting to only a certain category of buildings and items, similar to the cancel and deconstruct overlays. Sometimes, it would be nice to drag a priority over the entire screen rather that to have to separately click on single buildings because other prioritizable elements are in the way. However, now that we can copy settings for many buildings, this is much less relevent to be honest. 6) I'm probably not the first one to ask for that, but a proper gas overlay, without the built-in gradient for oxygen pressure and a separate color for every gas would be really nice in my opinion. However, if there's no room but for a single improvement, just a different color for polluted oxygen would already be great ! 7) Clothing priority is still tricky and weird. Since the issue has been there for a long time, it's probably harder than it looks to fix, but maybe just making it the highest priority whenever work is scheduled would already be a huge improvement, since it's a one time thing and requires a ridiculously low amount of time compared to everything else in the game. 8) I might be stupid, but I didn't find, in 900 hours of play, a way to sort the dupes, in the "Consumables", "Vitals" and "Priorities" overlays, back to the default state which is the order in which dupes have been printed, or simply put, sorting them by age in descending order. Once I have played for a few hundred cycles, I somehow memorized this default sorting, and I know exactly where to look in the list to find the dupe I want. Once I do a single click on any sorting category, I just cannot go back to the way it was before, making these tabs a pain for me. So, am I stupid, or is there really no way to go back to the printing order ? If so I believe it would be great to have that option, even just for the moment when someone feels nostalgic and wants to remember who are the oldest/youngest dupes. 9) The unresponsiveness to mouse clicks. I encounter that a lot, especially in both jobs and research tabs : whenever I click an item, whichever it is, on those tabs, one time out of ten (rough estimation), the game just doesn't register the click. The most common and frustrating scenario is to click on some research without really paying attention (because you know, we do that hundreds of times per game) and exit the tab just to realize that the research wasn't queued. And no, this isn't my mouse, my game, my computer, or anything else. I have seen it multiple times on friends' computers and various streamers on the web seem to experience it. 10) Upon saving, I really think that there should be some kind of message or visual indicator assessing the game has been saved and which lingers on the screen for a few seconds. More often than not, I find myself saving a second time right after the first one because I can't remember if I just saved the game or not. It is one of the many things that we do mechanically, without putting much thought into it, and for which there are no clear visual indication to remind us briefly that it has been done. Again, small stuff ! That's all I can think of right now, probably forgetting some other suggestions. I realize some of these are personal suggestions that would fit my vision of the game, but I also feel some of them could be nice additions for everyone. Anyway, thanks to Klei and anyone that can sit through this long and boring post !
  12. So while the QoL upgrade is coming closer I would love to hear some opinions about the temperature range for sensors. Does it simplify the game to much ? Do we really "need" a change ? Should there be maybe separate "high temperature" sensors (with some downside attached)? ...
  13. Simple change If a machine is disabled by Automation or manual means, it will not spend Tinkers Tune Up duration, this will make Duplicants not waste metal and time on something that isn't doing anything And same goes for Plants, if it is wilted with incorrect growing conditions, it will not spend Farmers Touch either. Now with the QoL update being a thing, I could see this being a nice change.
  14. I'm sure this might have been suggested before, but I really, really think that we could benefit from a planning tool of some kind either something on the idea of RimWorld. I know this would mean more work on the coding side, but this would allow us to plan out bases.
  15. The feeder and and dropoff UI is really annoying to use. Often takes a long time to set up when scrolling through endless morphs in no particular order. Time to clean it up: - Allow us to assign critter morphs we got eggs for. Currently we can`t assign a critter type unless there`s one visible on the map. This means we have to wait until a critter hatches to add it to the the dropoff. And once it hatches you still can`t add the mature critter until the baby grows up. - Group critters by type then add morphs as subgroups. Lets say you select hatches. Then all types of hatches will be delivered to the dropoff. If you want a specific morph you just open the submenu. - Similar for the feeder just group critters by types so you don`t have to scroll to find the proper morph. Just open the shinebugs tab and select the morph you ant to feed and waht you want to feed it. And please make the menu not scroll up to the top whenever you open a submenu.
  16. Version 2.0.0

    401 downloads

    This mod improves upon the Lua console in Don't Starve Together. It was started as a collaboration between this author and @squeek. Major Features Extended and configurable command history. Each history line is editable (that is, scrolling past a previous line will save any modifications to it), and the command history is preserved saved between game sessions. Console log is scrollable Console keeps focus when you'd expect it to Console doesn't close after each line entered Added basic CTRL+A select all support (hitting backspace after CTRL+A will delete all the text) Added support for multi-line inputs (useful for e.g. function definitions and for loops) Many general useability improvements, bugs that have been fixed, and small but useful tweaks Better, more informative and less cluttered error handling Minor features Technical features Dedicated server support This mod has essentially two elements: extending the console UI and extending the processing and execution of Lua code. The former makes sense only in a client, and requires only the client to cooperate, and this is why this is a client mod. However, it may still be enabled in servers, including dedicated servers (though force enabling from modsettings.lua may be required). If that is done, the extensions to the execution of Lua code (including syntax extensions and all that was discussed in the "Technical features" section) will be applied to the server, both for code transmitted to it via a remote console by an admin user and for code read by a dedicated server from its terminal input. Get involved Repository on GitHub (branch together)
  17. [DST] ForceLAN

    Version 2.2

    175 downloads

    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.