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-Navigation points (e.g. pin planet from starmap, not autopilot - especially when interstellar flight is as much of a fuel hog as it is)
-Upgrades to core basic mech power output? (not needed because fuel is important and more or less irrelevant when you start making fuel rods, but it'd be nice?)
- blueprints incl. deconstruction and upgrade planner (and their respective filters)
- personal logistics
- the ability to place items over existing items to replace (and in case of assemblers copy - the settings right away) or chage direction (belts/inserters)
- the ability to rotate belts and insertes after they are placed
and many more. there is no shame in copying taking inspiration from the best.
100% this
No excuse not to include quality of life features that all of your player base is used to using from competing games!
100% this too.
I just got to my second solar system which has tons of cool ♥♥♥♥, sulfur lakes, fire ice on planet, organic crytals, etc. and I am dreading building anything there as I know there is effectively no way to get it back to my main world!
I'd like to start a new main planet with actually organized lines now that I know what I am doing. At least a decent research area and planned out end game materials production.
But having to do everything without the support of my existing base seems unreasonable and I don't want to have to ferry ♥♥♥♥ myself.
-A sorter that worked vertically (basically an elevator) would be really useful. Its cool you can have belts at multiple altitudes but limitations in the angle of them, as well as needing a certain amount of straight distance before they can turn or go up/down means you get a spaghettified mess when you are trying to have all the belts get over/under each other. Just being able to transport an item directly up or down would save a lot of space.
-While the game consolidates everything into belt fed items, seeing as there is a unique liquid storage building I would like to see pipes, faster than belts but only carrying a single liquid/gas. Belts might still be more versatile but in dedicated setups or where you're moving large amounts of a specific substance (like hydrogen) around.
-I like that there are 'shortcuts' to recipes if you can find a rare resource instead of brute forcing the process. I'd like to see more variations of these, as well as alternate ways to generate research cubes. Maybe to really encourage exploration there are nodes of the cubes themselves or some precursor material you can quickly process to that cube.
and maybe a mark 2 to things like smelters chemical plants and oil refineries, I have a few planets that have oil wells between 6-7/second and its a little nuts just how many refineries and chemical plants i need to use just one well.
or in place of the above (or both cause hey why not :P) techs in the upgrade section to reduce smelt time, refine time etc... and maybe a few more repeatable techs for logistics carry amount and solar sail in particular, but if they add smelting techs then def make those repeatable as well.
The early game tutorial is helpful but needs to be expanded with an overview of what materials are, how you combine them to make other things, etc. What should my first production building be? I found myself wandering around gathering items for an hour before I realized how to start research and actually do things with what I'd gathered.
When wandering the planet you will find resources which could be useful later on but you can't do anything with yet. I want a way to flag them so I can return later and easily find them. I'd also like to see this available in a mini-map of some sort.
I want to be able to rotate the entire planet without having to run around it to find strategic resources. Perhaps this is something I can do later with technology? Coming from Civilization VI or Starcraft, I can move the maps around however I like. Having map pinned to the Mecha is too limiting.
When viewing in full planet mode, you can continue scrolling out to jump into solar system mode, but for some reason you can't zoom back in from solar system mode to planet mode. It seems I have to hit ESC to get back to the full planet mode. I should be able to seamlessly zoom in/out using the mouse scroll wheel.
In that same vein, every dialog box or popup screen, including the tech tree, should have a clickable "Close" button to return me into the game. I should not be required to push anything on the keyboard to navigate the game. This is an accessibility issue for those who may not be able to use both mouse and keyboard at the same time.
The UI needs a help/tutorial/quick reference guide so I can easily review things I forgot how to do between sessions.
I feel like the tech and upgrade trees need to be more intuitive. I am presented with lots of options, but no reason why I'd choose one over the other. I also noticed that the flowchart organization isn't entirely accurate. For example, you have to research Electromagnetic Matrix before you can unlock Electromagnetic Drive, but based on the arrows it makes it appear that I should be able to research *any* of the available options above and below it before I choose to research Electromagnetic Matrix. Electromagnetic Matrix should therefore be bumped outside of the other arrows and all technologies that require it should be organized below it.
The differentiation between the thick "Main Quest" arrow and the smaller thinner flowchart lines doesn't make sense. Why is one thicker than the other? Why are all the others thin?
I'm sure I'll have more as the time comes. Also, it might be useful to convert the in-game text to markdown in a way that the community can collaboratively edit their own native languages. It would make the localization process much faster and folks can contribute. I know I'd be happy to put in quick fixes when I see the need.
Both of these are already in the game, after a few researches. You can toggle "ON" a resource view which will name every resource on the planet and how much is in that vein.
You can use the middle mouse button to rotate the planet. Hit the "M" key for the map first. Then, hit the "M" key again to zoom back to your mecha.
som way of exiting warp close to stars, using another warp thingy just because you clicked to exit warp a tenth of a second to late or to early sucks.
-To automatically upgrade long sections of belt, you could have an assembler set up on one end assembling 'Tier 2/Tier 3 belt upgrades' These boxes would travel along a belt and as soon as they reached the relevant point they would instantly upgrade that section, much like a train assembling tracks ahead of itself. So you could build out a length of Tier 1 belt then just use assemblers to gradually upgrade the seconds. Sorters could be upgraded in a similar way, automatically upgrading to the next tier when the sorter grabs the 'upgrade kit' on the belt.
The problem with this approach is that the Mark 2 belt segments would clog up the belt, or mix with the product the belt is supposed to be carrying. You would have to watch it closely.
Unless you mean that the mark 2 belt segments would travel in a different "layer" and would not interfere with the other product on the belt.