Some notes as I've been playing

Jynxie shared this feedback 8 hours ago
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HI! I wanted to leave some feedback, so here it is!


Unlike in SE1, at the moment, thrusters do not name themselves based on their direction of thrust. I would like them to do that. I'm honestly too lazy to go through my massive list of hydrogen thrusters to find my reverse and label them, then group them, so I can toggle reverse on my toolbar for more efficient thrust and fuel usage.


It is currently impossible to add blocks to a block group. Instead, you have to ungroup the blocks, then make a new group with those extra blocks. It is very annoying to do. Please fix


The actions for blocks/block groups are a bit iffy. With batteries and tanks specifically, you cannot have a button to toggle FILL/EMPTY modes. Instead, for example, if you wanted to press a button on your toolbar to set your batteries to recharge and your tanks to full when you dock at a station, you have TWO buttons for each group - One to set them to FILL, another to set them back to AUTO when you're ready to leave. And since there is no differentiation between these actions in the toolbar, it can get very confusing - at least for me. Not to mention, that whole setup is using more toolbar slots than it needs to. I should be able to have ONE toolbar button to swap my tanks between FILL and AUTO, like in SE1.


The debug menu is honestly kind of hard to navigate, for me at least, and the default keybind sucks for steam users. You either have to change the debug menu keybind, change your screenshot keybind in steam, or deal with the extra random screenshots you take every time you need to open it.


The debug menu should be taught to the player, in my opinion - At least, how to open it. In the game's current state, there WILL be bugs that would require a player to use the debug menu to resolve, so players should be aware of it at the start of a save.


It may be an issue with my save, and I will be verifying my game's file integrity, plus I already made a bug report, but I want to note that in my current, and FIRST save, I have to manually excavate Vallis Reach with voxel hands to reach it because it spawned perfectly inside the dead center of a hill. Funny, now that I have a solution, not so much when I was having difficulties opening the debug menu.


We need hacking, or at least some way to claim grids that we don't own. Say, for example, you find a station that you don't own, that you want to use as a base! You can't place any blocks on it because you don't own it, and there is NO current method to take ownership OF it.


I love the area welder, but have to ask, will we be getting area welder upgrades like the rest of the tools, and if so, maybe when (if that information can be shared)?


I REALLY want a color picker for my suit/paint gun! Being stuck with the default color wheel kinda sucks, and I want to make my suit color pink! (Though I can probably do that with the debug menu, but I want to be able to do it in the medical room!!)


In normal survival, there is NO reason to make a permanent base. You're doing contracts, running around, getting resources through that - Despite having the goal of doing so, I have not made a base, nor have I felt a real need to do so! I don't need to make a smelter, assembler, refinery, etc. because I get the advanced components I would need them for just by doing contracts.


Scroll wheel swapping through my toolbar instead of block variants is, honestly, the worst feature in my opinion. I never use it, wish I could use scroll wheel to cycle my block sizes/variants, and always just use the number keys to select different things in my toolbars anyways.

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