Regarding harvesting I think it could be improved by a randomizer from 1 to 5, instead of the standard 1 or two collected every single time. Maybe a different randomizer depending on the size of the plant or crystal. maybe 2 to 6 for bigger ones.
panting and texturing large vessels! let it work on the symmetric axes and allow more then 1 axis at a time
Painting and Texturing takes way to long. Perhaps we could get some kind of Paint all and Texture all mode on the respective guns. That most likely would save a lot of us hours of playtime. Also, as a side note having to spam "Pickup" while using the T1 drill is a real pain. Getting the fuel is easy and I don't mind it being slower honestly, but having to press F the entire time really gets annoying quick. Other than that thank you for working on this game consistently it is really shaping up to be something amazing.
Repairing ships. To be more specific: replacing missing blocks. Somewhen in the future repair bays need to restore blueprints, not just repair damaged blocks. Without this, the game is almost unplayable for me. What's the point of going into a (hypothetical) Battle (with a hypothetical NPC Battleship) if you have to repair your massive Galaxy Class Block by block afterwards? This will take MUCH longer than the actual battle. This is not how i want to spend my time when playing a game.
Static Inventory slots. Drop the last of something, or lose your backpack- pick it up again and everything goes back to where it was. Assign these when an object is in them with a <key>+click. If you're running out of space, don't have an object, and pick up something new- it will go into any available slot, but you'll see a yellow border or something.
I wouldn't mind this as much if the toolbar items in the inventory were the last things in the backpack as opposed to the first. This way, collection all your items doesn't screw up your sorting.
having to repair my ship! maybe the repair function could repair the ship to full (maybe insurance snapshot or something) for credits, replacing missing blocks. this would encourage me to go out more frequently and both pve and pvp. it's pretty annoying to spend a ton of time on acquiring a ship, to have it sneezed on by a pve base, and suddenly be missing various internal blocks and devices. repair and replace block function plzzz!
Salvaging ships and bases. Hardened-steel and Combat-steel take two hits frommulti-tool for one block. Mass Salvage or a better Multi-tool.
I think some of the other posts here are ignoring the whole "single action" thing that Hummel explained pretty clearly on the first page. This is starting to look more like a clone of the suggestions thread lol If I had to pick a single action thing that drives me nuts, I would have to side with the people complaining about the painting and texturing first and foremost. Even though it's 2 actions, they could combine this into 1 and add functionality with the symmetry tool and this would become approximately 200 times less awful. Also a flood-fill would be nice, just a single click to paint/texture every edge of every block on my ship, then I can detail the little parts manually. Spoiler: More stuff, but probably not worth suggesting here. Second would be having to go into the control panel to access a turret or something while piloting my CV or HV. Being able to just hit a hotbar slot to jump into a turret (or maybe a console linked to the turret in a CV/BA as a passenger) would be leagues ahead of having to surf the control panel and try to find the right turret via trial-and-error. I suspect this is in the works already though in a future build. My third choice would be the fact that like...everything is done in the constructor/food processor...separating some of these functions (like smelting ore for example or making medical items) however, this would probably just emphasize our current issue with sorting between containers. Same as my second suggeestion though, I feel this is probably on the road map somewhere. This was...just golden. Though if you hate the bike now, try driving it on Omicron. Literally. The. Worst.
Probably not saying anything new here, but you guys know the moons are just lousy with the stuff, right? Like literally any moon has huge valleys with massive clusters of the stuff in patches all over the place (unless there was a change I'm not seeing in my current game since I didn't reset after the last update or 2).
Since painting and texturing have been well and truly covered. The thing i like doing least is cycling through menu's to turn things on and off (thrusters/rcs). I would like assignable hotkeys and groups on the vehicle hotkeys
For me, the only thing not covered is being able to maneuver my HV, SV or CV when I'm in a turret. That makes hit and runs moves more complicated than they need to be. Along with that, I'd like to have a dedicated hotkey that would quickly cycle between weapons when fighting on the ground or the vessel's weapons when I'm in the cockpit.
Good point. It should cost resources, so integration with Constructors would have to be there. And then, integration between Constructors and Cargo would have to be there. I didn't think of that. Maybe a future thing.
Who ever said it would not cost resources? Automated repair systems, would work like manual repair systems. If its just repairing a damaged block, it only needs energy (just like the multi-tool). If its replacing a block it needs parts (just like your inventory when you place blocks). I don't see what is so difficult about the concept that people jump so far to the extreme exclaiming that 'it wont use resources', 'it would be so unbalanced', 'waaaa pvp cry'. Anyhow, further discussion is off topic, its better put into the hundreds of threads on repair systems.
Ah. Another point that's been mentioned a few times that's incredibly boring... Having to adjust each-and-every light individually. Perhaps on groups that contain lights, having a common control that would allow adjusting intensity, range and color for all in the group? I can't say how tedious it is to go through and tweak 50 lights to get the right color/intensity. Especially when the whole "place a light and it'll have the same settings as the last one you looked at" thing really doesn't work.
Task: Swimming in early stages Problem: there isn't anything to worry about while swimming so it gets a bit boring. Solution: underwater predators. Evolution: later, after "vessels capable of traveling underwater" get added, the predators could attack the vessel... Maybe allow PentaxidResource nodes to be placed in the terrain underwater and allow underwater vessels to mine them. Would require fluid water though. Also, allow the water to carry pentaxid particles into the mined terrain to fill it in to regenerate the node rather than meteorites.
Many of these fit together. You see lots of "I don't like how the drill works" or "Levelling doesn't raise terrain properly" which is an action, but ultimately crosses deep into game mechanics. Actions are intimately tied to game mechanics. And the OP was unable to differentiate between the two with a solid definition.