I would just like a larger sensitivity range, doesn't go anywhere near low enough for me.

Gather unknown signals from deep, silent space · By
Yes please! And default "calibration degradation" for antennas too, pretty please! It was so underwhelming when I found out that in Ambience mode (or Ambient mode?) servers (in base or at antennas) never break and that antennas never go below calibration 100% ...
The only thing I did notice to still "go down" is transformer power, but I didnt notice if it goes down at a slower rate (than story mode) or not.
i'm starting to think there should be more events that happen at daytime. Most of the events, especially story ones, happen in the middle of the night and it makes daytime feel like a "safe" zone where nothing scary will happen, it makes daytime quite boring because you have no fear of anything happening, especially when there's not much to occupy yourself with if you're later in the game
I also think there should still be some more entities that could be encountered at daytime like those at night, but still not as common since with daytime you can see better
The main room windows should seriously gain dirt way slower or even not get dirty again at all. Even after the rate was reduced in an update, they still get dirty way too quickly.
Give me at least a couple days after cleaning it before I start seeing stains again, not instantly after I fully clean it with a sandbox mega sponge.
I'm curious about certain WIP features, and can't understand if they do belong in the game.
With what the game currently is - no, not its beta state, but the gameplay itself, including things such events and the size of the map - are some of these features necessary? Such as, portable cooking plate - there is simply no need to carry one with you (or keeping it somewhere on the map), as getting to the base takes an incredible short time, even if you travel from the border of the map, on foot. And walls - can't grasp why this would be needed, besides possible addition of swarms of attacking enemies, whom you would build a protective layer of walls against.
Walls aren't just for practical reasons, they are primarily used by a bunch of the community for decoration, could be expanding existing things like adding onto the desk or even making an entirely new structure somewhere out in the world.
You do need to remember this is also a sandbox game where you have the freedom to decorate your base, things like this don't necessarily need an obvious practical reason to exist.
The hot plate was added before the microwave could properly cook raw food and before any of the other ways to cook food were added, so it is kind of obsolete at this point as everything else is better than it, but they also can't really just remove it now because it is a feature that some people use.
With all the weapons being worked on, to me - it seems that walls are mostly for building defensive bases.
I just hope that game would continue to retain its eerie horror spacey creatures style, and not turn into a survival game (with all of these fishing, cooking, chopping trees, farming plants, farming honey, etc features).
Because I have seen so many people having issues with it, have some failsafes for the Skerfuro event to be able to teleport Kerfur-O back if something goes wrong. If something goes wrong and the event doesn't properly end or Kerfur gets deactivated by something (like a Gray's EMP), Kerfur is now trapped far outside the map with no sign of returning any time soon.
Could be as simple as a debug command to force teleport Kerfur-O back as if the event ended, and a prop teleport trigger to teleport any objects in the flesh room somewhere back to the main map for if Kerfur gets deactivated while in there.
Homemade food items should have some kind of benefits over store bought ones, like restoring more food or stamina. The novelty of baking the food yourself kind of wears off after you realize you just spent 65 points in ingredients on 15 points worth of cookies you could have just bought directly.
Speaking of, chocolate shouldn't be immediately consumed by one dough ball to make cookie dough, being able to use it on at least two would make up for it's buying price in the resulting cookies. If it can check, maybe have it depend on the amount of bites left the chocolate has, consuming some when used in the cookie dough recipe.
Why in god's name do televisions need to be reliant on power outlets now Oh yeah, just remove the fun of building cool areas with the wallbuilder if you're not focused on the plasma TV, great change.
Also aesthetically, I do not like the orange at all. The changes to the Radar seem completely unnecessary, adds nothing. Changes to the save system which got my previous save deleted are very unnecessary- what's the point of a branching selection if you have to choose the branch to load anyway- and when you dupe it doesn't ADD to the branch? Needless code.
Buttons on system displays are too small. Aesthetically it works but it's functionally awful.
These are just the beginning of my grievances that will be entirely ignored, but the game is very fun and I've sunk a great many hours into the game once I learned how to play. I would like to see changes that don't ruin things and improve the game as a whole.
The main console texture is going to be made more neutrally colored at some point, with most of the orange removed and the beige becoming plain white. You can also customize the screen colors in the settings, under Game.
The radar changes can be useful, like compass targeting any specific location on the map with the press of a button which is great for entity hunting.
The save system changes are for the new backup system, works similarly to quicksaving but it saves as a separate file. The key should be in binds.
Here’s some changes and additions I thought of that might improve gameplay/quality of life.
I personally feel like a major part of the radar is how you only know exactly where an entity is when you are inside the base, and have to go off just an approximation when you are outside it.
You can target the location of a radar dot, but it doesn't live update, and I do know that annoying feeling when the entity dot you just went after is nowhere to be seen when you arrive.
My idea would be having the handheld radar (sandbox item) actually function like the radar and not a metal detector, so you can see entities X meters around you on the fly, but no further than that. Would help in seeing if the entity is actually still there.
Kerfur will not stay out of the river! It has gotten to the point that I cannot bother to send kerfur out to fix distant servers as he will always get stuck in the river. Even with manual control I cannot get him to get out of the river as the terrain is too steep. It is faster for me to note down all servers needing reset and just fix them myself which takes up time on finding new signals to start downloading. I have yet to upgrade download speeds but I am already getting requests for 5 drives. I barely have time to get 4 by staying near the console to find another signal after the last completes.
Noticed that there are no lags on any other small levels:
For me it's 44% screen size, every other graphic setting is disabled - still occasional freezes in campaign world
100% screen size, all kinds of graphic settings - no freezes on tutorial/debug/etc levels
Of course smaller levels have much less objects, but it's GPU that spikes up in main world, not CPU. My bare guess is that game renders many things that potentially could be unrendered (things you can't see, things that are far away, etc)
Most things do seem to have proper culling, you can see objects or entire chunks of the map unrendered for a split second if you whip your camera around or open a door.
Distant object rendering is decent too, low view distances hides pretty much everything far away if it isn't directly a part of the map or something giant that you should obviously see.