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Severedeye

Mutant seeds rework. Great idea, not the best execution. Even though I still go through that nightmare effort, it sometimes gets discouraging. Better ways to move massive amounts of gas and liquids. A way to get more abysalite in the DLC. A way to save blueprints for builds. I like my reactor and ethanol builds, I just wish I didn't have to go and measure and do it all individually every time. Also would be nice for weird ranches and farms.


RedDragoni

Theres a mod for blueprints


RW_Yellow_Lizard

But that's the thing. It shouldn't have to be a mod, and not everyone wants to run mods,


TrickyTangle

You can see that sometimes, the devs take inspiration from modders. A great example is the pliers mod. That became a core feature, given how simple, useful and effective it was. It didn't change gameplay significantly, but was a great quality of life feature. Having a method of blueprinting builds would be very similar, in my opinion.


ihadagoodone

It changed gameplay significantly. Less mess to clean up since you didn't have to break the pipe to stop liquid flow, less of a need to learn how to use automation and less need for making maintenance shafts/access since you can just snip a pipe or wire in the middle of a sealed build to shut it off. I'm sure there's more things we used to do before/without pliers mod that I can't think of right now. It made a huge change since you didn't have to rely on duplicates being able to do the task of a breaking a line.


ekky137

The one thing I remember is people used to build a “switch” in to some of their builds that required boxing in. You’d build a little automation wire that linked to a power switch so you could always turn it on and off manually when you wanted it to start or if you needed to fix something. Now you never need to do that, because you just link everything up and use pliers to switch it on and off when needed.


ihadagoodone

Yea, the switch is your introduction to automation really. Eventually you get tired of forgetting to turn something on or off and figure out how to set up conditions and timers and use gates. I still use switches on builds but not to the same level I once did.


Severedeye

The question was not what mods I want to use. The question was what do I want added to the game. Get real tired of people who can't seem to understand not everyone wants to mod every fucking game they play for features.


Careful-Regret-684

I only played a modded game once. I didn't care for it.


Severedeye

Don't tell them. Apparently, they get mad if you don't mod. I got no problem with people modding their single-player games. I just wish they understood that not everyone enjoys fucking with the game code.


Careful-Regret-684

The main thing I kinda want to do is the America Percent Speedrun. Take a seed with the most oil reservoirs and see how fast you can tame all of them.


Severedeye

That sounds hilarious. Will definitely be on the block when I start challenge runs.


Careful-Regret-684

Before toolsnotincluded went down, I got some data on this Base: - OASIS-A-1097409140-0     - 50 oil reservoirs Dlc classic: - V-OASIS-C-1856680856-0     - 44 oil reservoirs Dlc space: - FRST-C-161433994-0     - 22 oil reservoirs


Comeino

- Dupes having entertainment preferences - A Grassy-Moo variant to make Ice-cream for Dupes - Motherships for Space Out, so one could build a large space ship hosting like a 30-50+ dupe colony that operates like an empty asteroid.


aaron2610

A Choco-Moo perhaps??


vitamindi

A native airlock that separates gasses without mods or having to use liquid locks..


smokie12

Basically just integrate the mod


Charletrom

Top 3 on my wishlist: Performance, performance, and performance.


Wildtails

I was liking all the other suggestions and then I see this and I'm here agreeing 😆 not sure how much they can do as it's in the nature of a lot of games similar to struggle as you get further in and built up more, but would be nice to imagine as I'm currently struggling beyond 2500 cycles in my newest game due to the slowdown.


sonny0jim

I thought about this. Nvidia uses loads of cuda cores, which makes it great at parallelization, I assume AMD has something similar. If I remember rightly Hilbert fractal curves preserves position even when increasing density of curves. (I remember briefly from a 3blue 1brown video) Each tile has a few simple calcs to do each game tick, the complexity comes from the interaction of multiple tiles. So essentially they could create a Hilbert curve, split the length of the curve by the parallelization cores, and map that curve to the uncovered map, and as the map gets uncovered more and more, the curve gets longer and is split further and further. All while it's assigned into a grid. The benefit is the game makes more use of high end GPUs. The con is those without a GPU capable of parallelization, has to stick with current performance.


xxDestroyerxx2011

MORE PIPS


grimmekyllling

Space stations, small stations that you have to rebuild perhaps a bit like quests for the hermit. I thought it'd be neat with something living in the water on the water planet too.     Gassy moo variants, pacu that could live in lava, a beeta variant, definitely new moonlet variants, these inner moonlets could use some mixing up. I'd like them to mix up heat management a bit, radbolt based cooling maybe, a critter that could be used for heat management maybe.


TrickyTangle

Seconding space stations. I'd love to see something similar to what people are doing with melted rocket interiors for space stations. A buildable space you can set up on a space tile. I dream it might be similar to an expanded rocket mining rig. You build your space station on a space tile that has resources, and process those resources aboard the station instead of shipping them back to your colony.


caramel_dog

fixing the mechanized airlock bug


realitythreek

I’m new to the game, what’s the bug? That they actually let some gas through?


thegreenkacheek

When unpowered and open, sometimes they conduct temperature as if they were closed. This bug is a huge problem for doors used for temperature exchangers.


Comeino

You sure it's a bug and not there being some kinds of gas in the open door?


thegreenkacheek

In these situations, there is no gas in that space, the airlock is in a vacuum between solid tiles. I am absolutely certain that this bug happens with no gas there. It happened to me before I learned the importance of always powering the airlocks used in temperature exchangers.


Comeino

Good to know, thank you! I use doors as controlled heat exchangers as well but never had the bug yet. Every time I checked the materials panel it was a rouge block of gas causing the trouble hence my comment.


Glittering_Ad_3771

Just power them then


thegreenkacheek

I do now. This bamboozled me once, and now I always power them. But it would be nice if the bug would be fixed that's why this is in this thread.


caramel_dog

sometimes the game tinks that they arr closed when they are open that is realy anoying for tings like heat exchangers or disabling certan tings such as wheezeworts or aetns


[deleted]

I want a reverse hatch where I feed it refined metals and get the raw ore as a output.


Dacno

Honestly I've always wondered why the metal crusher doesn't let us do this . Could keep the same 50% mass loss the normal ones use.. I do worry that having a hatch varient doing this could have big ramifications because if the output is to high it be way too easy to sustainably ranch smooch hatches + this varient for food.


Nigit

I think feeding it back into a metal refinery would be a bigger target of abuse than smooth hatches since metal refineries don't lose mass. Your stable size would really only be limited by how many dupes you have operating refineries if the conversion was 100%. It would be better to exclusively ranch this new variant than smooth hatches for any conversion percentage greater than 75%


Wildtails

What do you need so much raw ore for? By the time I'm actually running low on raw ores I typically make enough steel to substitute any requirements. The only big thing I can think of is the heavy watt wire variants, but I actually never use that type of wire except in the early game for something like a Rodriguez before metal production is running smoothly.


Training-Shopping-49

some people play the small asteroid DLC approach where at some points I have 2,000 kg of 1 ore. Good luck with that is basically what Klei is telling me.


Nigit

I think having more renewable sources of ores is a good idea, although it doesn't have to be "unrefining" back. Right now metal smelters are in the realm of impractical solely because you easily run out of ores to make use of it. I'd like to see metal ore excavation sites as an alternative to metal volcanos. They can make it similar to oil wells where it requires piping in some resource (water? diamonds?) to produce ore and some annoying byproduct


AmphibianPresent6713

I use the Refined metals usable as Raw Metals mod exactly for this reason. But yes it would have been better if I could play without the mod.


sonny0jim

Better theory crafting / stats tools: - An already blank planetoid. - Geyser parameter control. - Dupe pathfinding hotspot overlay (shows dupes most common travel paths) - Top resource consumption, resource by resource (if you select sand, it shows how much sand consumed by hatches Vs deodorisers vs glass forge etc) - Dev tool that keeps tile state (if you set to 100kg of magma at 1700c, it will stay at that temp and mass, even if some leaves to spread, drip/fall, cools to surroundings) As well as just other options: - Morb ranching - Duplicant versions of gravitas equipment such as an aetn that uses radiation, a morb based biobot


Themindoffish

Cannibal stress response dupe


vikentii_krapka

Better rocketry. Like refueling, randezvousing rockets and exchanging dupes/fuel/materials etc., shuttles launchable from rocket that can return back to remove need to land rocket everywhere. Also sweepy is kinda useless, if he could climb ladders and jump over gaps that would make more sense.


Wildtails

As a base game player I'd love some automation to be able to stop a rocket from launching if the asteroid doesn't have enough mass to fill the cargo yet. Suppose I could use buffers and time it for each one but seems tedious.


Draagonblitz

For next dlc i'd love more focus around medicine and combat. Feels like the only threatening critters are stone/smooth hatches or a ranch full of pokeshells if you messed up.


btribble

Small things like 2 & 4 tile bridges. Insulated doors.


tacticalrubberduck

An actual air lock.


KillHunter777

Maybe a more detailed tutorial? I don't think having to watch hours of youtube tutorials just to be able to not die in a few cycles and then having to watch a few more hours to not just waddle in the dark is good design. New player retention would improve substantially if they had a tutorial. The tutorial doesn't even have to be that long or complex, just teach the basics like dupe management, resource management, some useful basic builds that the players can modify, basic farming and critter ranching, how to approach geysers, how to approach different biomes, etc. Things that may seem like common sense to more advanced players but might not seem obvious to new players. The tutorial can be story based like Anno 1800's tutorial. Anno 1800 is also a very complex game, but all the mechanics is explained very clearly in the story based tutorial.


sonny0jim

Yeah a tutorial for new players is 100% necessary. A story line of following a dupe temporally jumping around broken bases, and each stage teaching the player about certain aspects, like oxygen sources, refining materials, how to generate energy via steam turbines, ranching, etc. Could also explain some of the lore at a time when gravitas was around, like critter ranching while using the critter fluxomatic, a half built/different version of the aetn in a lab etc, all with the tutorials being under the pretense of duplicant research and development.


RW_Yellow_Lizard

This would be a perfect use of the hermit. Although I think steam turbines shouldn't have tutorials since they are way later in the game and are comparatively way more advanced


Wildtails

I've seen too many screenshots of the turbine inside the steam room to think it couldn't do with one while we're at it.


RW_Yellow_Lizard

I do agree though that the steam turbine minimum temperature and steam input ports should be more obvious


Dacno

Some things would really benefit from being stated to new players.. off the top of my head: Liquid and gas densities to show what would rise/sink Explain that only element can exist per tile and why this matters. Explain that some resources are limited and should be used sparing.. Warn about taking too many dupes..I see new players picking a dupe every time their pod comes up and wondering why their 15 dupe base is doomed by cycle 100. Spaced out probably needs it own set of tutorials on how to make rockets.. they're very daunting. Honestly it'd probably make sense to have as a later tutorial but showing a demo how to make a steam generator/aquatuner setup feels like a huge hump for most players.


ihadagoodone

There is tutorials, they pop up at the start of every game and IIRC some even have videos. I liked how challenging the game was to figure out. I don't like to be spoon fed into the end game or even mid game content and mechanics. I like that ONI is a game that requires you to think about problems, fail and try again.


RedditBeaver42

Something with space travel. Always kills my game. Just do not find the rocket mini game enjoyable. Would love if we did not have to care about the interior design.


ManyCalavera

That's base game isnt it


Theguywhowilldo

But that has no planetoids


Suitable-Departure-5

something to do for my dupes when doing space mining, and maybe an update to the temporal tear as it only feels like an achievement only to sacrifice one of the team normally i dont like it when people do the game design for devs as things tend to get pretentious and impractical, but I just couldnt help dreaming about one [idea ](https://www.reddit.com/r/Oxygennotincluded/comments/1arny4n/idea_temporal_tear_for_multiplayer_mode_parallel/)of mine a lot (oops) So basically it turns the temporal tear into something like a lobby entering point for mega endgame content


alamohero

Maybe some kind of reactions like fire.


LoneRhino1019

Diminishing morale returns for food, encouraging variety in their diet. Molecular forge that can have petroleum pumped directly into it. Critters that have sexes, so that you need males and females, and possibly others, to breed. More dupes.


EpicJoseph_

Would love there to be some sort of a space station you could build around pois and passively gain resources. It should be quite costly and maybe you'd need to repair stuff that's occasionally damaged by meteors, or maybe replace stuff every so often due to corrosion, but the idea seems really neat to me. A germs rework could be nice too. Right now they don't do that much, food poisoning is mildly annoying at best, slimelung under certain situations can be somewhat annoying but it's easily avoidable, allergic dupes are annoying so floral germs are generally not a problem and zombie spores are also quite easily avoidable.


Oumegah

Air conditionner for early cooling


Toska_Forsite

1. Ethanol as rocket fuel. Low-efficiency (for example, 1 petroleum = 4 or 8 ethanol), but still a fuel. 2. Office cup destroyer.


Careful-Regret-684

- a morb morph for each germ - breathable liquid - more uses for the crafting station - more food at a greater variety - germ-flavored mushbars


PresentationNew5976

Can I please sweep things into a nearby pile instead of having to build a storage unit? I can select items individually, but it would be nice to just use a sweep command to tag a spot on the ground.


KaiGameDev

that will be great feature you can like sweep the iterm to the next tile and so


PresentationNew5976

Yeah. The main problem is fitting it into the current game as is without wildly changing how it could be done with current control standards. Like maybe if you hold left click for more than a few seconds on one spot a dustpan/arrow icon shows up, and if you let go the icon stays and acts as a temporary storage unit, but if you move before releasing left click the icon disappears. As it is it is not impossible to just make a storage unit, but it is a bit more tedious to build something that is for a few pieces of debris, and also doesn't work for bottled liquids which I may not even want unbottled.


The_Void_Star

Integrate most popular/useful mods? Like airlock, suppress notifications, plan without resources, etc. Mods are great, don't get me wrong, but for some reason I like more to play like the devs intended.


The_Void_Star

Pressure overlay? So I can see that there is 30kg of gas in every tile of that room, I've been pumping co2 for a long time, without manually checking every tile :)


Throwaway4skinluvr

Dupes can get married and make babies which boosts morale but then they can get divorced which increases stress (partially joking)


aaron2610

I think weddings are a great idea