#List of Features that would be useful and improvements for current features. (My opinion)

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hazy cobalt
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A list of features, Improvements and a few bugs/oversights that i would find extremely helpful if added.

This list is not meant to criticize the devs but to suggest features that would improve the game in my opinion. I love this game and want to contribute by suggesting things that would make the game even better than it already is.

feel free to 👍 the features u agree with.

❌ are bugs and/or features that do not work correctly.

❗ and ‼️are for suggestions which i think are more urgent to be adressed.

If i have any other ideas ill put them in this forum.

PS: English is not my main language so sorry for bad/wrong explanations

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Expense/Profit Screen A
screen that shows the expenses and profits in the last X in game days.

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A completely renewable source of basic materials that isn't buying the resources
MDR is good, but not renewable. If deposits of basic materials regenerate slowly over time, this would be an infinitely renewable source of basic resources or the basic regolith that the MDR mines without being in the area of one of the basic resources contain a small amount of base materials.

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A way to reduce the time it takes for colonists (mainly engineers) to get to their workspace. When playing in a large base even reducing work time to 40% or less colonists are extremely hungry or have no oxygen when leaving their workstation. A possible "fix" could, for example, be a remote workbench (A workbench that allows colonists assigned to it to work from inside the living spaces).

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More Priority Levels (5 minimum)
example:

  • Lowest Level = ignore unless no other tasks are available
  • Level 2 = other tasks get prioritized
  • Level 3 = Standard Priority (Will focus on this if no available tasks are high priority)
  • Level 4 = Focus This
  • Level 5 = Emergency Drop all tasks and focus on this.
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WIP research is confusing.
Research that has WIP in the name I assume to be partly implemented if I am able to research it, so it would be best to "lock" these researches until partly or completely implemented.

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Training module
Looks to be one of the most promising and useful future features. Hope its done soon.

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Multi-Item Storages
The ability to drop all of 1 resource type on the ground like you can do with conveyors would be extremely helpful.
The ability to blacklist certain items, for example, don't bring food to this storage.

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Splitters/Mergers/Distributors
Splitters, Mergers and Distributors Even Upgraded do not work at the same speed as the same tier conveyors. Extremely annoying to find that out after I've planned my entire base around the assumption that they work at the same speed. To make full use of the full speed of conveyors u need to use bulk storages, which take up a lot more space making the problem of colonists being starving and needing oxygen worse.

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Research
The research projects that grant money for research are a good idea, but when u have finished them and all the rest of the researches, then researchers and research stations become useless.
Possible "Fixes" could be

  • the implementation of the training modules so researchers can do other tasks besides researching more efficiently.
  • Making a repeatable research option that grants funding for research or making contracts that request X amount of research in a certain amount of time, just like the contracts for materials.
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Trading License Discount
Adding a percentage at the checkout of how much has been saved because of the discount would make players feel better about that research.

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Smarter colonists
Sometimes colonists that are starving idle around instead of going to eat.

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A Blueprint mode
A mode where you can create a ghost factory so you can plan out future expansions. For example, something simple like the planning mode in prison architect would already be an improvement.

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Flight Control Center
The flight control center should be able to receive cargo pods from buying things on the market or have a similar building with that function.

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Drones Improvements

  • The ability to sell drones in the late game when drones are less needed would be handy, as well as the ability to make drones using the small vehicle assembly facility.
  • The ability to set a drones task(s) manually. For example set a task for moving items between 2 storages (Ex: Cargo dock -> Bulk/Large storage)
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The Expedition control center works without power.

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More detailed contract completion screen
Information that is missing in my opinion

  • Which contract was completed
  • Was it completed in the given timeframe, or did I get a lesser reward because it was barely too late?
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Storage logistics
Having some simple logistic functions for storage would be handy. These could be locked behind research and/or a module upgrade.
Example

  • When Storage is X% full or has X amount of items inside lock/unlock conveyor input or output.
  • Could be even further expanded upon by making it so you can automatically "request" items. Ex: If microcircuit factory has no more iron -> open conveillor on a large storage. This could be done with a sort of logistical wire like the power cables exept they transmit logic signals.
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Water recycling
Water used for farms or other buildings should be recyclable. For example, on the ISS about 98% of water is recycled.

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Music Station can be built without researching it

hazy cobalt
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An option to get a notification when the price of a certain material hits a certain point

hazy cobalt
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More Uses for slag
Examples

  • Water recycling (Wastewater treatment)
  • Slag reclamation (getting more metal oxides and silicon dioxide out of slag makes sense since slag is mostly oxides according to Wikipedia)
hazy cobalt
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Create your own cargo pods
A late game feature could be to create your own cargo pods so you dont have to rent them from the market. These could be built in a building just like the large vehicle assembly facility

hazy cobalt
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Search function for contracts
The ability to search for only contracts that require a specific resource
The ability to search for only cargo pod shipments

hazy cobalt
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Stop auto switching drone settings when an internal buffer is full. Its extremely annoying when storages you don't want filled gets filled because the drone settings changed because the drone settings changed.

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Auto switch cargo pods based on weight

hazy cobalt
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An only accept specialists button on colonist operated tasks. Ex: on a high tech factory enabling this would make only engineers work there.

hazy cobalt
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Ice melter upgrades do not work?

hazy cobalt
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More dense storage solutions.
Late game in mega production bases you have to create massive fields of bulk and large storages to hold basic recourses (mainly slag and processed oxides)
Possible solutions.

  • Upgrades unlocked by researches later game making existing storages more dense (could be one of the upgrades that require money).
  • Completely new storage building unlocked by very late game research.
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Hydroponic farms are under powered for the requirements. (You need like 5 large hydroponic farms to supply 1 carbon factory. This is 70 units of water to power 1 carbon factory.). Hydroponic farming irl is alot better than conventional farming methods with the exeption of the initial cost of the infrastructure needed yet the game doesnt have any of the benefits like incresed production per m^3 of land or the reduced water cost compared to traditional farming.
Possible solutions.

  • Increase Organics produced
  • Decrease water requirement on farms. (Slag requirement could be increased since so much slag is produced even with oxides rich regolith).
  • Decrease time between harvest or have a continuous output like other machines.
  • More farm upgrades
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Buff gravi-trackers. Current effect is either not implemented or not noticeable.

hazy cobalt
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Ability to automate rover scanning