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Oxygen Not Included

Found 25 results

  1. The lock-up that occurs every cycle due to the autosave has become very harsh. My current game QOL2 at 250 cycles has as long a lock-up as QOL1 did at 1200 cycles. This has been discussed before and appears to be due to compression, saving, and ever increasing cycle reports being added. I would suggest the following changes * Allow user to select "1,2,3,5,never" as options for autosave - I would not use "never" because of the idea of losing hours of game due to a crash and this is why I have not used the mod that does this. I would use "2" to cut the aggravation in half. * Allow user to select "only save 10 cycle reports" or "never save" - I never look at these. I did try the mod to do this, and while it helped, it was not the primary issue. * Allow user to select "do not compress". - I would be happy to have my SSD save a 50MB file instead of sufferring lock-ups for a 5 MB file. Those with HDD can select compression if they wish * Change the code to prevent a hard lock-up. I mean, having the user feel like their system has crashed for 10-15 seconds once per cycle is not good game design. Allow moving around the screen and making build orders while the simulation is locked for the compression/save * The best solution would be to change the code. Save the snap shot to memory, then have another thread compress and save while the simulation continues running. I find this lock-up causing me to want to stop playing later cycle games. It is not good game design. It is getting worse. It is a major QOL issue. Thoughts?
  2. 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.
  3. The Quality of Life update may have been a bit rough at launch, but the fine folks at Klei were able to make it work after some patches and I consider it a really great update for the most part. One thing I found strange, however, was what they did with holding the Space bar and Tooth Traps. This might be difficult to explain. You can no longer hold the Space bar to pick up Tooth Traps, which is great. However, the traps now work strangely when other items are nearby. If, say, a Hound Attack occurs and you wish to reset your traps like you would in Together by holding Space, you can't unless you're directly on top of one of them. Items can't be picked up from a certain radius when a group of Tooth Traps is near them either, so you have to hold the Space bar when directly on top of an item or click it and risk picking up one of your Tooth Traps if they're tightly packed together. If you want to reset traps en masse, you'd still need to right-click each one individually or try and position yourself on top of one to use the Space bar. In DST, you can still use Space to reset traps and pick up items without fear of picking up the traps. It's not exactly a one-to-one copy of the system used in DST if I had to summarize this in a small sentence.
  4. Hey there~ I haven't played in a while because I was waiting for some updates, especially the QOL update for beefalo riding. However, it seems not to apply to hamlet only files, right? Since there are no beefalo there? It seems like the only new recipes are fences / tiny signs and the pen.
  5. 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.
  6. I suggested this a few times already (way back in beta Hamlet), made a big Quality of Life post (with a quite a few other QoL things) and a friend of mine has brought this up in one of the dev streams before (force attacks vs commit to attack), with the answer being along the lines of you'll look into what QoL stuff that you'd want to bring into DS from DST. Given that this is post the QoL update, I'm curious to if the ability to cancel one's attack animation is still under consideration / a WIP or will it stay as it currently is where characters continue to be locked into their attack animations? This is a thread way back when animation canceling was added to DST, showing that it was a positive to the game. I'd hope for it to be in the game, but if its not, that's alright at well. Thanks.
  7. It would be nice to get the Option to hide the Warnings for Buildings with a Button. So if you deactivate the Warning for a Building you do not get: - Broken Building Signal in the Top Left Gui and the Red Symbol is hidden (Building still looks Broken) - You do not see the Warning "Missing Ressources" and the red Symbol - You do not see the Entombed, No Energy, Too Cold, Too Hot or don't like You Message With this we could Filter out the Buildings that are always "Warning" us like the Grill or our Fridge in Carbon Dyoxid without Energy That would mean if we see a red Symbol it is something we have actually to Fix.... It would also clean the Status WIndow up left....
  8. Similar to how the auto-sweeper and the robo-miner display their ranges prior to placing and when selected, it would be nice to see/know what would obstruct the telescope and space scanner lines of sight in-game/immediately.
  9. Now that portions of the game are becoming multi-threaded, could there be plans for a stable Speed 4 setting in the future?
  10. I often wondered why dupes eat but never drink?. Booze could be introduced into the game. A new recreation building "The Bar" can be added, being a dispenser of .... Pincha spirits, Bristle Wine and Sleet Ale. For the tea totaling dupe you could have dupa-cola made from slime. Additional refining equipment would be required, such as a brewery, distillery, winery and drink factory. Dupes can have a moral buff from the socializing but care needs to be taken, if dupes get too drunk they get a hangover de-buff the next day or if they go on a complete bender it can set off their stress reactions , vomiting, crying, sleeping or destruction. Destructive dupes could even start bar room brawls, leading to injured dupes spending time in the medical room. Thoughts? K.
  11. 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.
  12. Having to cancel a build order in the middle of building or layout of a large and complicate plan often results in having to cancel all of a particular plan's sub type, or specific things while in a build mode. There is also the issue of inadvertently placed pipes, flipped bridges, and so on. The cancel order should remember the the previously active overlay and plan category and possibly the last active item selected to be built. and then automatically make all those things active again after canceling if the last reasonable action involving UI interaction involved building within the plan category from which you canceled. Basically if the cancel action is associated with the last active build overlay, and the canceled builds were part of that last active overlay by type designation, then bring back up the overlay, and bring back up the last active plan category. Further, if the canceled build order was the last active build - bring back up the overlay, the plan category, and the building type. The request comes out of misplacing bridges mostly, but it really evolved from the inability to click on a bridge while in viewing mode to cancel it manually - and because the hotkey for cancel is easier to hit than button on the screen. Cancel also drops the active build menu, and occasionally the overlay - you have to hit even more buttons...in that case.
  13. I am constantly enabling/disabling vitamin chews for my duplicants since I do not want duplicants with over 80% immunity (typically 100% immunity) taking vitamin chews, since it is a waste of vitamin chews. Since the Vitamin Supplement effect applies +10% Immune System Strength for 2.0 cycles, it makes sense that 80% be the threshold. Granted, there may be many who want to set this threshold manually, but at the very least I would like to have it set to 80%. Thanks! Love the game Klei.
  14. I want to suggest a system, that you can add to the game that will allow people to share/upload/download/save/load/past blueprints through an in-game and main menu system, this system would be used to save designs of rooms or bases or orders so that you can tackle the creative aspect a lot easier, base building more conventionally and efficiently, as well as allowing for a more solid permanent progression for players who spend the time to perfect blueprint designs which would allow for much more smoother game play over all, as you would be able to use blueprints in future versions of the games and to change the designs as the game develops, and to see who could make the best designs, or keep it all to yourself to see how amazing you can get by yourself from solo self found blueprinting. many other games out there, that are creative games, have such a blueprint system in place, whether its through mods, or through the vanilla default of the game, my hopes is that the vanilla version of this game will get a blueprint save system so that i can play this game a lot easier and enjoy it much better, as the reason i'm suggesting this to begin with is because i just cannot have fun without such a system, as i know, that no matter what i do in the current version of the game, will not be saved in any form so i cant just reuse a previously established design that worked for me so i can continue it later and work on it in a new version of the game, that and i cannot manually copy old things for it takes far too much work and is not fun to do. i hope someone in the dev team takes this suggestion, because i mentally,cannot play the game without it, i don't have the patience to start from scratch every time, and i have memory issues, that and i really really love tinkering with things and making blueprints. the easiest way that i can think of, for setting up a system like this and how to select a place/room would be through 3 area selection system options, i thought of these yesterday night when i inevitably rage quit the game due to the very reasons i'm posting this suggestion. 1. A Square/rectangular selection style, click and drag release selector, kinda like how if you were to use the mining orders or other orders and how those are a square/rectangular shape when you click drag release, except for instead of an order, is for blueprint save selection. 2. A more Precise individual tile selector, to select rooms that aren't square/rectangular or are of an irregular shape that is touching another room, to where the square/rectangular selector would not work. 3. A Room Selector, a selection tool that selects the general shape of a room, not selecting the walls but only selecting the content in the room and the empty space, so the area of the room color in game essentially. after selecting the area, regardless of what selection too you use, you would have the option to save it as a blue print, to use for future play through's and/or paste more rooms like it else where in the base in your current one, and/or upload it so others can download it, and look at it or use it for their play through's, or try to improve it with their own improvements and re-upload it. (selects everything made by duplicates and any empty space selected is saved as a mining order, so that you can more easily paste the blueprinted rooms/base parts in land full areas where there is not supposed to be land.) thank you for your time you took to read this and hear me out, i hope that someone can get back to me and i eagerly await your thoughts on this, i hope that you can make a system like this, and that it isn't too hard to make if you decide to try to make it as part of the vanilla game, let me know what you think bout this idea, is it good, is it bad, and how much this will help the game, especially in terms of Quality of Life, as i feel a system like this would be both a feature and a Quality of Life improvement. thank you again, and stay happy friends~<3 i love your game, and hope it succeeds, have a nice night or day. depending on when you read this that is, i hope to talk soon, cya for now.
  15. Please add the salt lick for easier domestication.
  16. 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. 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. Divining rod only sounds once and then remains quiet while still showing its effects without sound. Jumped to Shipwrecked at the end of lush season in Hamlet, ended up in dry season but without eruptions and Alter was dormant and was not open to sacrifices of any kind. As of last patch the crockpot crashes the game. Hopefully this is helpful, let me know if I missed anything.
  17. 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.
  18. 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.
  19. 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!
  20. 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.
  21. 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!?
  22. 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.
  23. Version 2.0.0

    406 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)
  24. [DST] ForceLAN

    Version 2.2

    179 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.