Returned to Gleba after the visual change, the water looks much more differentiated and that's really good! The overall experience can still use some improvement though, and I have several suggestions:
- When inserting quality nutrient to a biochamber, it should prioritize the input slot, even for a starved biochamber. Like when making a legendary biochamber it feels awful when it stubbornly burns my legendary nutrient despite having a dedicated normal nutrient inserter.
- When placing an agriculture tower, each cell could display more information, like "natural soil" "cannot plant over rock" or "need artificial*1 + overgrowth*4". The words could be replaced with icons. The current red-yellow-green highlight is uninformative and can be confusing to new players since it's very frequently all-yellow or all-red, and yellow tiles needing overgrowth are effectively red when just starting.
- When hovering over something behind a non-fruit tree, the game should select the thing behind by default. One can always chop that useless tree at its bottom.
Gleba QoL ideas
Moderator: ickputzdirwech
Re: Gleba QoL ideas
I would advise you to follow the rules and try to make 1 suggestion per thread because here for me it's a mix bag :
Why not, i share the idea that there could be something done here, but this has been already suggested in different forms, like the ability to "read fuel" from the biochamber , the priority to fuel could seem logical too as when the inserter that is supposed to insert nutrient is inactive for a bit, the other one feeding quality nutrient can be active.h.q.droid wrote: Wed May 14, 2025 3:28 am - When inserting quality nutrient to a biochamber, it should prioritize the input slot, even for a starved biochamber. Like when making a legendary biochamber it feels awful when it stubbornly burns my legendary nutrient despite having a dedicated normal nutrient inserter.
No opinion on this, there was already changed made around this that i understand, but i play the game so much i have less need for such information now.h.q.droid wrote: Wed May 14, 2025 3:28 am - When placing an agriculture tower, each cell could display more information, like "natural soil" "cannot plant over rock" or "need artificial*1 + overgrowth*4". The words could be replaced with icons. The current red-yellow-green highlight is uninformative and can be confusing to new players since it's very frequently all-yellow or all-red, and yellow tiles needing overgrowth are effectively red when just starting.
That one i like +1 !h.q.droid wrote: Wed May 14, 2025 3:28 am - When hovering over something behind a non-fruit tree, the game should select the thing behind by default. One can always chop that useless tree at its bottom.
Re: Gleba QoL ideas
Good point. I'll remember that.mmmPI wrote: Wed May 14, 2025 4:00 am I would advise you to follow the rules and try to make 1 suggestion per thread because here for me it's a mix bag :
You made me recheck this and I just realized it's related to a somewhat recent change: now when placing a tower, robotport coverage is automatically shown which uses a quite similar orange-green theme. When mashed together it became really hard to distinguish yellow tower cells from red tower cells in logistics range, and hard to distinguish yellow tower cells from green tower cells in construction-only range. Maybe it's not a new change and I just happened to place towers after roboport this time.mmmPI wrote: Wed May 14, 2025 4:00 am No opinion on this, there was already changed made around this that i understand, but i play the game so much i have less need for such information now.
Should I make a dedicated thread for this?
Re: Gleba QoL ideas
You can edit this topic to only cover one suggestion, describe that suggestion in the title and open dedicated topics for any other suggestion.