Perhaps some sort of central fuel pump that combines them all. and similar system for O2, Ammo and Cargo boxes
I wasn't sure if that's what you were asking for, but it's certainly worth bringing up. Glad you guys are looking into it What about managing multiple ship lights? It's very difficult when each light is auto named as 'Light' and not 'light 1, light 2' etc. Also changing the colour of lights is very annoying - at the moment there is no way to mass select all lights and change their colour or intensity. Having the option to select all at once and change them would be great. Apologies if this is again wrong or has already been mentioned!
Refining ore in constructors, with the new 100 item per click it's not that awful anymore but we should be able to set production strategies on constructors like auto refine, auto component build so when we put the required materials inside, it instantly build, could have an infinite production toggle. Picking up ore in AM is awful too, you could add a device on SV/HV to auto collect ore in AM, like a tractor beam for visual, get in range of AM, activate device, ore from AM goes inside harvest box so we don't have to stop. Finding meteors on planets, I want a "scanner", just highlight meteors like the structural integrity visual, meteors are rendered red/green. New shoulder flashlight is reset everytime you go inside a cockpit. Mining is boring with mono ressource meteor/deposit, would be better if we had a mix of ressources, there is no surprise when mining, iron meteors give 100% iron, would be nice to find there is some gold or another unexpected ore inside a meteor. In creative, every item should be infinite, ammo/fuel pool should be infinite, we shouldn't have to spawn texture/color tools, we should have a find and replace tool for textures and color. Putting points in tech tree, multiple selection please.
Paint & Texturing. If I'm building a ship that's "all black, I only work in black, and sometimes dark grey", it's super annoying to build it, then paint and texture it when it could have been built that way to start with. NOTE: Kudos if you get the reference.
Painting, texturing and disassembling while building a in symmetry mode Fix: Make painting, texturing and disassembling work in symmetry mode. Symmetry is great for blocks, but any time I need to start disassembling because of a mistake or an idea change, it takes twice as long. This is especially annoying with large CV's. Same with painting and texturing.
For me the painting and texturing can really be an issue, as you have to go over every individual block. An option to 'paint all' would be nice. Item organisation can also really slow things down; going back and forth through the menus. A way to transfer between storage types would be nice e.g. transfer fuel in a crate to fuel tanks.
I would like to see multiple hotbar menus to scroll through. I am always reassembling my hotbar for the next thing I'm doing. Also, maybe having some of the hotbar keys sticky. for instance, If I drop my survival constructor, then pick it up, I have to then go back into my inventory and reset it to my hotbar. Having it sticky until I replace it would be helpful.
I have a suggestion on improvement of an existing task-action. Harvesting with an HV is a little clunky, and only works with wood (which is essentially worthless material). It would be nice if it worked on Pentaxid or harvest-able plants such as aloe vera, alien plasma and fiber.
No specific order but multiple examples of tedious tasks and i bet i forgot a lot more to mention. a) Dealing with resources: - eg. hydrogen bottles require to throw away o2 bottles -> fast solution make just a H-gen - clicking a lot of times to get desired amounts eg 80k iron bars for blueprints. Its better with the 100 step but still no couple click solution. -> slider, number entry or stackwise/till no res left would be helpful options - Constructor inventory full -> connect constructor with cargo boxes and the ability to pull/push from and to boxes. - Drilling! Giving non steerable drill hv's as an option is ok but dont reduce the usefulness of a T2 drill. -> Make it drill roids faster again -> add a continuous beam button (so you dont have to press all the time). For gods Sake! add auto pick up to t1 drills or take em out of the game. Most admins give out t2's anyway. - make mining cores craftable again! - Trading became pointless: I can only use my terminal instead of ordering somewhere else; without coins i cant pay fees to use trade before i found gold; even if these probs weren't there right at start, when you become self sufficient you don't need trade at all and you cant help newbies because of the above mentioned points. -> Make trading without limitations like when introducing it + work on a concept for trade and resoource distribution. b) dealing with half baken survival aspects - eg. oxygen. I'm getting more and more tired of having no base/cv with oxygen support. - bites, food poisoning etc - often make no sense because one should wear armor but our suit has no protection it seems. Other effects like bleeding feel more like a 7D2D zombie game than suited for a scifi environment c) Dealing with clunky block building - eg editor block rotation got better but its still painful to use. -> improve block rotation and copy/paste structures - Improove variation by combining things -> eg like in starmade. Block combination like cargo and constructor; grav gen + turret = tractor beam. A litt crafting/combining would be nice! - SI is annoying to use and half baken: It prevents you from building special shapes; you always have to build support beams and you have limits the way you cant build em. -> current system is a barebone joke add some flesh or leave it. -> make SI invisible and pay for connections you make in editor mode. - Bilding big ships look nice but dont scale in their abilities -> see starmade way better there. - ship wharf needed -> also way better in starmade. -> wharf area becomes creative editor but needs to have the size of the structure you wanna build. - After a cv fight you cant repair a ship from blueprint. You cant even scrap it you have to use a salvage beam taking forever. -> repair in wharf or at least instant salvage so you can build a new one. - problem with designing certain shapes eg. spheres and round objects -> algorithm for drag/drop circles would save time. d) Dealing with clunky combat - auto aim at core limits (pvp) designs -> eg add sub system blocks and lock on modes; add block to deliver energy to systems -> ads mass/space and SI in one and could be easy like the drawing of s water sewage/power line in "cities skyline". - damage taken in cockpits and through walls -> makes no fun to play - if its impossible to prevent firing through terrain then don't raise poi fire range. It just adds resource waste from your side but doesnt make it more joyfull or skill based. Its tedious to get hit before you see something. - its impossible to man turrets manually because ppl cant run around while flying - only limited zoom and aim options to really have fun with turrets. - Missing of propper designed and balanced arsenal. eg. Mindless Epic weapons with higher range instead of single and burst for rifles + prpper combat system. -> That could be like a tactic shooter where you can lean and where ai is firing on your legs in elevator or you half behind a block. Currently it feels like exploiting and not like gameplay! Even crazy ai movement like in unreal tournament would be great. - also missile lock on on military bases may require infantry holding a laser pointer (like in arma). Would foster teamplay and you may use different tasks. But you are still able to solo with other weapons like rail guns - which require your indiviual aiming. - Missing tasks/situations where you use a certain weapon. -> no brecher well just missles but why use explosives anyway then? Why minigun when pulse rifle does it or the other way round. Currently its preferences but not a specific use to choose one gun over another. - Variation in the use of terrain! Currently its circling around base taking out turrets or core OR up and down behind the hill next to base. Which gets boring very fast. - for more challening pois -> make a poi editor like a Dungeons and Dragons editor with placement and behaviour options + variations. Would at least beef things a bit. e) Dealing with xp tree - i have to use xp with nor rpg mechanics ingame. Result: a lot of clicking through tabs (=bad ui) + it holds me off selecting freely. -> get rid of xp system or introduce propper rpg mechanics and use it therefor instead of unlocking tech. -> Tech should be salvaging and research only so you can choose. - eg. blueprint level prevents you from using it because some parts require higher lvl. This results in problems when starter planets have no pois to kill. Compared to other players you are thrown back in the way and speed you can develop. -> No lvl Limit vor BP's, tech limit yea but no lvl! Corrupted playfields and wipes are annoying enough but then you get this limitation too everytime. f) Dealing with only few ways to bunch up - limited chat with no differnt rooms - gather friends for playing easier together / joining together - more options for lone wolfs to play together without factions - missing free to use devices and stations while still being private property - also missing npc interaction. Natives wander pointless around and you can do what beside killing them? No real Task but an overall feeling: Dealing with missing immersion - currently there are way too many patches, place holders or half baken stuff in and i feel like its getting more instead of getting a part done in a way it fully satisfies. Dealing with feedback Threads - i find it very hard to give more feedback since i have no clue about the development roadmap. Ok there is a weighted list but... whats possible what s not? What kind of changes/reworks are in the making. What kind of topics are useless because not to implement?
When a ship gets damaged and I cant remember what blocks are missing and where to put them. This really grinds my gears Is it possible to implement say, when a ship is built, that any destroyed blocks are somehow tracked by an invisible "ghost block" or something? Then if the ship can make it to a repair bay, the missing components are regenerated if materials are available. Apart from that really I guess the only thing is mining is a little slow. I wouldnt say double the speed but a % increase would make it far less a chore.
The single least fun action is a combination of three things: 1. The duplication of effort caused by inability to have two, or three axis symmetry. 2. The duplication of effort caused by inability to have multitool removal mirrored. 3. The duplication of effort caused by inability to have paint and texture mirrored.
This is absolutely, no doubt about it, the most annoying part of the game UI right now. If you die, you have to restock everything into the hotbar, and if your pack was close to full, you also have to remove everything from the bar and replace it. This is a huge QOL issue and it annoys me every single game and every single death. The way I would fix it (as a programmer for decades) is Grey out items from the hotbar when an item is lost or unusable, or otherwise show it's not useable but still registered. When adding an item to your inventory, check hotbar first and add it to that slot, filling the hotbar stack first and add the remainder to inventory. It should grab as many as possible to the stack size, even if the remainder cannot be picked up. (This does not currently happen at all, and you can pick up items into inventory and have duplicate stacks - one on hotbar and one in inventory.) Retain the hotbar across deaths and logout. It should be persistent for the character. Remove the saved "greyed out" item if it's manually pulled off the bar. It's not a real item, but needs to be removable intuitively. Shift-clicked inventory items first go to existing item spot on hotbar (if it exists), or an empty spot if not already on it. If neither available, it goes to the first available greyed out item slot, replacing it. I would love to also see an optional "temp slot" where shift-clicked items would always go to that slot (if set), replacing any existing entry. That way you can set item #9 to be the only slot that would always get replaced when shift-clicking an item. Retain a default hotbar, settable and saved locally, to be used for all new characters on any platform created from that machine. Changes will be saved with each particular character only. This would require sending your preferences to any servers on character creation, too. Edit: A distant second is the inability to loot all with a single click. You have select and open the pack, then mouse to an arrow to loot. That's kind of silly when you know what's there and you know you want to pick it up. Edit2: some clarifications.
Least Fun Task? Procuring Hydrogen. It's tedious at best, creates WAY more O2 than is necessary to survive, forcing you to destroy a ton, and it comes in so slow. Suggestion: Stand a lone Hydrogen generator, that pushes the O2 back into the source, or just releases it into the atmosphere, or better yet, connects to a base/house/structure and allows it to be air tight, so to speak, giving it an atmosphere (Add in airlocks to make this effect happen). So that you can walk around in your house on most planets with your helmet off. This may be the option to give us that feature.
Now that I think about it, here's a separate post about more annoyances (less fun, per the subject) Inability to chat locally, to those within 20m or so, instead of globally or faction only. You cannot have a private conversation standing next to someone. WHY THE HELL NOT? Inability to mute/squelch/ignore certain trolls in global or even in faction. WHY NOT? Inability to send a direct tell. Chat UI is just bad design. Very bad. The chat window should either stick around until you enter an empty line, or it should not stick around at all and you have to start each line with '.' or ','. A delay of 5 seconds is just bad design, causing lost messages if you've written half a line and pause, or causing an unnecessary wait for it to disappear. These are technical things that are expected in virtually all modern games. (The argument that it's an administrative problem is false, since the definition of troll or griefer is subjective, and all offensive people aren't necessarily actionable in an adminstrative manner, so don't BS me like I've seen on reddit threads.)
Well this was already mentioned mulitple times, which makes me very happy I'm not the only person annoyed: Texturing and Painting needs some adjustment. Give us the ability to texture/paint both sides of a Symmetry plane, when activated. Also give us a 'fill' option to cover an entire parallel surface (like a wall from corner to corner) with the same texture/paint, perhaps using a shift or a ctrl click.
Building with non-cube blocks and items. I've been repeatedly demoralized by how things FAIL to FIT together like they seem like they "should." I am seriously in awe of people that build beautiful complex geometry in this game and at how they manage to cram fun scenarios into tight spaces. But my patience at learning how is wearing thin (and I've spent hundreds of hours in other creative block games).
only thing id really like to see on this game as of right now is the Cryostasis Pods have avatars in them like as 2 more types of Cryo Pods with a male and female avatars in them.
You can always download a shiny new ship from the workshop and blueprint it in if you can't figure out the building system. =D
Collecting Pentaxid, extremely tedious to collect on most planets and end up often spending more time collecting it than on the 1 to 2 jump 'expedition'. While I think it is fine that players cannot go from one end of the solar system whenever they feel like it, I think right now it is too much of a grind for even a relatively short trip.