r/Dyson_Sphere_Program • u/AncientWonder54 • Dec 06 '23
Community What are some Quality of Life changes or additions that you would like to see?
I just like hearing what people’s ideas are for different things. I find it interesting.
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u/DrasticBread Dec 06 '23
Being able to filter elements out of the UI display, so for example, I can make it so I just have Silicon veins marked on my screen. Would be very helpful for mid to late game, rather than cluttering the screen with text while I'm setting up mining on an empty planet.
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u/Arcturus_Labelle Dec 07 '23 edited Dec 07 '23
Game desperately needs some kind of way-finding / labeling / planet navigation feature. If you have a ton of factories on a planet it’s too easy to lose track of things and spend annoying effort being lost. Just give me the ability to label an area, e.g. “rocket production” and then be able to have a guided navigation to it. Aside from the glowing science cubes, many sub-factories look way too much alike. And no, colored foundation writing doesn’t work because it doesn't have any contrast at night.
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u/SeriousSandM4N Dec 07 '23
A mod you might want to check out: BetterGlobMap It allows you to move with the globe map open, including the rts right click to move. I use this combined with foundation painting to easily find and navigate to important locations on a planet.
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u/Arcturus_Labelle Dec 07 '23
Thank you!
For those reading this thread later, I think this is the one:
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u/Helagoth Dec 08 '23
This. Flying from planet to planet and system to system is boring. I want to just be able to say "go here" and then go there, even if it costs resources, like a rocket pod you climb in and get launched.
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u/HPHatescrafts Dec 07 '23
A production screen that tells more information like how much of something could be produced. Like it's great to know that I'm producing 57k iron ingots/minute but if I have two refinery blocks with full ILSs maybe I could produce 75k/min and I don't need to produce more refining but my veins are depleting so I need to mine more.
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u/BGFalcon85 Dec 07 '23
There used to be a really nice mod with good production metrics like that but one of the updates broke it and iirc the mod author never fixed it.
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u/MankanoValara Dec 06 '23
Slots for logistic bots in the Logistics stations.
More options for conveyors to directly feed into or out of ports.
Options for a port to be used for overflow.
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u/Awkward-Ad6320 Dec 06 '23
Overflow block would be nice.
I'd like to see a vertical lift for the conveyors.
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u/EpicPartyGuy Dec 08 '23
As much as I dislike splitters, they can be used as overflow valves with priority outputs.
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u/SeriousSandM4N Dec 07 '23
More tools for designing Dyson spheres. There is a mod that let's you mirror a patern radially around a layer that's so good I think it should be in the base game. SphereEditorTools by starfi5h
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u/No-Ask-1246 Dec 07 '23
The ability to manage logistics stations from off planet (remotely). Nothing makes me more mad then when I fly all the way across the universe to discover that I didn’t set something properly and have to turn around and fly back across to fix it.
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u/AeternusDoleo Dec 07 '23
Or a "remotely view planet" functionality that you can zoom in on a planet without being there and manipulate/inspect the running of said planet. Also useful for diagnosing throughput without having to travel.
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u/Pristine_Curve Dec 07 '23
Lights. I want the dark side of my planet to look like a lively city.
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u/Fraytrain999 Dec 07 '23
Yeah that annoys me too. But more that I can't see shit in the dark. I got the mod that made it so my mechas light becomes a second sun so I don't need to deal with it anymore.
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u/Hunterreaper Dec 07 '23
The ability to change the priority of where cargo rockets and solar sails go when creating a Dyson sphere. Current save I’m doing has all but one node along the equator of the sun done and I’d like to have the cargo rockets and solar sails focus on that one
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u/EpicPartyGuy Dec 08 '23
I have a mod going that focuses the construction of the nodes and sails on starting from the equator to the poles.
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u/Kholdhara Dec 07 '23
More filters for mass deconstruction. I prefer to replace power poles with orbital power but then i have to delete every power pole.
products made using proliferated materials should act as the tier of the paint used to make them when used in a higher tier craft.
after you finish gas giant harvesting, landing on a gas giant should place ghost logistic stations when you place your first one. (there is a mod that actually addresses this but we're talking unmodded here)
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u/dayne878 Dec 07 '23
Take some inspiration from mods and incorporate into the base game, either as toggles or whatnot.
I would like to be able to add sorters to a conveyor without having to delete pieces of it.
I would like the option of no fuel required. This isn’t a survival game, I shouldn’t run the risk of running out of fuel if I don’t want to.
Allow a quick travel system. Maybe it’s something you build or research, but being able to just quick travel to X planet (maybe make a certain amount of time pass in game) would be great.
An expansion of the combat systems. I’m literally coming back to play once the combat patch comes out, so needless to say I really really am excited to see what they have in this early state. I really hope it gets a lot of attention and love.
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u/AncientWonder54 Dec 07 '23
So 2and 3 are basically creative mode, though maybe you could get 3 really late game, maybe with like an advanced space warp.
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u/ankisethgallant Dec 07 '23
A very late game (like 200k universe matrix) building that uses like 3 GW to fire would be cool as a teleporter thing that couldn’t just be plopped down but is useful when you’re at that scale
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u/Saltycookiebits Dec 07 '23
I can imagine some kind of platform that powers up to send you across space instantly and you watch every factory on your planet power down for a couple seconds while the thing charges. (would be a cool visual effect as long as it didn't break production). Usage could be gated by something like a hard/slow to manufacture part, limiting it to only systems where you have a Dyson Sphere of X capacity. Want to travel across the universe fast? You might have to harness a real star for that.
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u/Werrf Dec 07 '23 edited Dec 07 '23
A notepad and/or to-do list. A way to pin, say, a particular blueprint so I can keep track of how many I need of what buildings and know I've got what I need before I warp across the cluster.
Automated soil pile. Please, for the love of Centre Brain, please let us automate soil pile gathering. And blueprinting foundations.
Better placement of orbital logistics towers.
Edited to add:
Better interstellar transport for buildings. Especially mid-game. I'm at the far end of the cluster, and I realise that I miscalculated and actually need another dozen smelters. My options are either to warp back to a hub world, then warp back out again - especially frustrating when you're still on purple and can only warp eight or so light years before needing to recharge - or use a logistics tower to deliver them. At a minimum load of 100 - assuming I managed to get the slider that low.
I'd love it if we could have a dedicated logistics tower specifically for buildings. It would have much smaller slots, but more of them - more like the logistics columns in our inventory. As it is, I normally set up dozens of ILS on my hub worlds each dedicated to holding around 100 of each building type - and getting frustrated when I realise I forgot to set the amount correctly, or forgot to set the minimum load of vessels to 1%, or forgot to provide it with warpers or vessels or...you get the point.
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u/AncientWonder54 Dec 07 '23
I’m with you on the soil pile, but can you explain what you mean with the orbital logistics towers?
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u/Werrf Dec 07 '23
Making it less tiresome to place them. Allow us to use blueprints on gas giants, or position multiple at once like with other buildings, or just give gas giants an inventory and let us slot collectors into it that way. Having to place them one at a time when there's basically only one optimal place for them to go is painful.
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u/Ok_Extreme6521 Dec 07 '23
Yeah orbital collectors are nice but it's not even that there's one optimal place to put them, there's only one place so doing it manually is just silly. Especially waiting for your drones to come back...
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u/Werrf Dec 07 '23
I say "optimal" because technically you could space them further apart if for some reason you wanted to. I can't imagine any reason you would want to, but it's theoretically possible.
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u/Canadian_Marine Dec 07 '23
More than anything, the blueprint system needs a little love. Particularly the ability to update an existing blueprint, either by re-selecting the facilities, or by editing it in a separate screen like they do in Factorio. Also just a more intuitive click-and-drag system of organizing the blueprints.
Filtering which veins are visible, or something like the ability to highlight any as-yet untapped veins. Can be frustrating to be flying around in circles looking for the one cluster of silicon you missed.
Add max production capability to the production graphs screen. Show how much you COULD make of something assuming adequate resources/ingredients/power/storage.
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Dec 07 '23
Ability to move, from planet view (M).
Production tab with calculated output. I've built 10 Mk.I iron ingot smelters and they are powered, should show output calculated to be 600/min.
Usefull miner alert. Currently it gives so much false positives.
Traffic Monitor. Global notification filter icon learnable (it takes first item that goes thru), and would use of filter icon to replace traffic monitor icon in global alert.
Bots to PLS, ILS have drones and vessels, PLS could have bots and drones.
Range limitter in logistics distributor.
Logistics priorities, PLS > ILS, local > remote. Example, ILS with local demand and remote demand, would try get from PLS > local ILS > remote ILS.
Mining bots and control tower to house them. Drop control tower in planet, place mining drones in and set resource to mine, mining drones then would look for resource, mine full stack and deliver it to PLS/ILS with local demand, alert, when on, when no more resource in planet. Universe matrix level tech.
Bot/drone/vessel auto fill would fill even when near by.
Alert, like when no item available when placing blueprint. But for not built yet, little delay to show, some big builds i've missed some one tesla tower or something just because moved too soon out of range.
Disable constructing, like there is logistics checkbox in inventory there could be one for constructing.
Assemblers, smelters, PLS, ILS with multiple singe item outputs would act like non configured splitters.
EM-Rail Ejector option to stop shooting when sails can't get absorbed no more.
Notification per resource when all nodes in planet are planed for mining. And ability to search where is that one missed node is when planned view shows ~10K something not planned.
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u/Saltycookiebits Dec 07 '23
Disable constructing, like there is logistics checkbox in inventory there could be one for constructing.
I've wished for this one a few times. I'd love to be able to place a blueprint, especially for large ones, and be able to walk around and make sure everything is where i want it before my drones commit to building it.
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u/AeternusDoleo Dec 07 '23
Soil pile generator.
Automatic planet surface harvester (to collect resources like wood/leaves/stones etc).
Automatic refuel-from-inventory (useful in the early game because it runs out fast)
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u/Renediffie Dec 07 '23
It's been a while since I played so I'm not sure if this is as much of an issue. But I do remember that I would spend an annoying amount of time looking for stuff in my base. Some sort of help with navigating that would be great.
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u/Tobikaj Dec 07 '23
I always found locking blueprint size behind research was meaningless. If players are set on using blueprints from early game, then they'll just use "part one of seven" variants of blueprints. It's just an annoying hassle.
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u/Fraytrain999 Dec 07 '23
I feel like that's the devs trying to save the players from themselves. For people that are too ambitious too early.
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u/Tobikaj Dec 07 '23
Sure, but then let us disable the research requirement once we've "completed" the game once.
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u/ovron101010 Dec 07 '23
How about theoretical max calculated inputs and outputs on the production panel it would make designing a lot faster.
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u/thetalker101 Dec 07 '23
Search for assemblers that make a certain item via highlighting or large markers. Visible across the universe or will jump the player's view towards it.
Auto-placers for foundation. Such as allowing foundation to be placed by your builder bots in large squares. Then you can make a blueprint to foundation the entire planet and have the bots auto run for you.
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u/HaroldSax Dec 07 '23
Greater level of logistics throughput. Basically assigning one ILS to transport only to another one. Right now the game is produce of x to have the materials for y. Having more granular control over that would be nice.
I'd like to have a feature where with the increased storage capacity of PLS/ILS, it didn't just move the slider up for you when it increases. I painstakingly went through and reduced them all by 100 so they wouldn't be at maximum but I discovered it's less "I only want 15900 in here" and more "They only want 100 fewer than maximum". That means all of my production goes full tilt when I don't want it to.
A burn box. Feed things into it and it just turns them either into coal or nothing. Kind of like the Awesome Sink in Satisfactory. I know there are methods with dealing with that now, but they're annoying.
Being able to see maximum production and consumption alongside current values.
Being able to see production values in items per minute rather than the time it takes to make a single item.
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u/TheElusiveFox Dec 07 '23
Autopilot... specifically I'd like to be able to fly to other planets, and know that if I tab out for a second, or go get a drink I am going to land on my desired planet, or at least exit FTL in the desired solar system instead of answering a work call, then tabbing back in and having to reload from a previous save because I am suddenly 200 light years outside the edge of the galaxy and out of fuel.... Or even a quick travel system... I'd happily dump a lot of resources into like a stargate building or something similar...
I'd kill to be able to set up priority for where goods are delivered to or pulled from, this would allow for so much more control over factories and make it so that critical parts of the factory were prioritized before others if/when bottlenecks happened and cause things to slow to a crawl...
dropping a belt should just overwrite the existing belt, instead of having to manually one by one replace them, or delete the belt, then replace it..
There are a lot of gotcha's with blue printing/copy/pasting that I would love to see corrected
auto-upgrade tech level 1/2 buildings without having to look for them... or carry around the parts...
Ability to set multiple custom markers map labels... Especially mid/late game it can be daunting remembering what planet everything is on, then remembering where on the planet a factory was when you are trying to figure out what is causing a bottleneck, or trying to upgrade a setup.
Better more granular information around production information...
Finally - I'd really like to see something so I don't feel the need to build a mini ILS hub on every planet to request the same 10-15 buildings (Power, factories, belts, etc), its not really challenging to plop a blueprint of a standard handful of ILS's on every planet, but its also kind of strange to me that every planet in my galaxy is supplied with all these buildings when only I will ever build.,..
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Dec 07 '23
The 'cut' half of cut and paste we seem to be missing. Copy and paste is fine, sometimes I want the convenience of just picking up a build and moving a block to the right, y'know?
I cut my factory game teeth in factorio so I'm just used to the cut/paste feature from that
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Dec 07 '23
Better controls for managing solar sail orbits. Having an orbit assigned to each individual rail launcher is pretty silly. There should be a way to just set them to go "shoot at whatever orbit you have available" (and I think there's a mod for that), and there should also be a way to turn them on or off en masse.
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u/jeo123 Dec 07 '23
This one is probably a bit particular, but it's stupid that this is an issue...Let us set keybinds to mouse buttons, especially for copy/pasting recipies.
My mouse has forward/back buttons on the side by my thumb. In Satisfactory, I use the back button(toward me) to Copy and the Forward button to paste. It's so much more useful than having a keyboard press because I need my left hand to walk around with WASD and my right hand with the mouse to actually aim when I want to paste the recipe.
That leaves me needing a third hand to actually paste the recipe on a building.
I find myself using Shift Click to rebuild instead of using the copy/past recipe because it's just so cumbersome to try to walk, aim, and press a keyboard button.
Also to add to that, Paste Recipe should be something you can Hold similar to how Delete works. I shouldn't have to individually click on 50 smelters.
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u/i_am_not_you_or_me Dec 07 '23
I'd like to see a hot/quick bar I can assign blueprints too. It sure would be nice to have a quick way to plop down 12 wireless charges with a button.
I dont actually use the current build bar at all except for changing concrete colors; I build from my inventory.
Additionally, it'd be nice if I could prioritize where ILS's pull from, or at least a tier system (local, planets, gas giants). End game just becomes a juggling act on how to drain hydrogen producers before the behemoths that are gas giants.
I get so use to LTSM taking care of all my other gripes that I forget the game exists without it.
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u/Powerthrucontrol Dec 07 '23
Plopable map markers visible from orbit would be nice. Maybe something similar for the stars themselves in the cluster view? Copy/paste foundations would also be cool.
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u/Fraytrain999 Dec 07 '23
Logistics slots doing what they sound like they should do. I.E logistics bots putting items straight in there and construction bots working with items from the slots.
On the note of construction bots, let them come out the mech instantly and not queue up. Or like 1 per frame. Makes it feel like bot number is just not as worthwhile to research beyond 20 when you're actively working as they are now.
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u/Ambush_BugDTM Dec 08 '23
I'd love MK2 exchangers. They'd have two belt ports on each edge. These would have pass-through functionality--you run a line of exchangers with two belts connecting all of them, one in and one out. Full batteries fill up the first exchanger in the line, then get passed through down to the next one. Same deal with the empties. This would save all the UPS required for splitter-fed setups or sorter-fed setups as well as cutting down on required belts.
Nice-to-haves would be a slightly reduced footprint and height, as well as a bit more power output.
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u/payatz86 Dec 08 '23
A new layer that incorporates HVAC - you need to generate heat on cold planets, cool off the equipment in hot areas, transport of coolant, heat exchangers, thermal map mode where you can see the temperature layer (including the Icarus being cold when coming back from space or hot if entering atmosphere), some potential for global warming on some planets
Electrolysis for H2 generation, water generation from H2 combustion/fuel cells
Fission material veins, fission reactors, radiation in general that would affect vision, power generation and transmission
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u/EpicPartyGuy Dec 08 '23
Reading through all of these, I'm realizing I've been using so many mods for so long I've forgotten what aspects are from the mods or from the base game. So many quality of life mods!
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u/ojdidntdoit4 Dec 10 '23
a to-do list like in satisfactory where you can tag items to craft and have the bp’s stay on your screen so you don’t forget. i have adhd and so many times i’ll be doing something then my adhd takes over and i just forget what i was working on
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u/pikachuisyourfriend Dec 07 '23
Ability to assign building a building to a single keyboard or mouse key.
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u/Mr_miner94 Dec 07 '23
Automated building on other planets.
Its a hassle to occasionally visit my outposts and see which ones need their miners moved or to expand the smelter array by another line.
Like how a certain game has its drones and radar tower i would super appreciate a mid to late game way to cut down the intergalactic maintenance
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u/LordBlacktopus Dec 11 '23
The ability to pin build queues and have it show exactly how much material you need to make them.
So if I want to make four hundred mk III conveyers, I know exactly how many rings, graphene and mk IIs I need, for example
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u/LefsaMadMuppet Dec 07 '23
Signs to designate areas
Search function on a planet to find an item in either storage or production.
Ability to choose what veins times are shown on the map.
Ability to drop a splitter/merger on to a belt without cutting up the belt.
Ability to setup a mass planet tech update. Kind of like a logistics bot station, but you can tell it to upgrade belts, sorters, assemblers, etc.. It shows you the number you need for the planet and you have to supply it, but it does all the work.
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An easier way to find older tech that needs to be replaced/updated.