1. in kitchens each food value is displayed on a tool tip when hovered over the food. 2. Framing and Foraging put in separate jobs possible add foraging to hunting. 3. Soldiers/conscripted citizens prioritize defense over everything else and will always keep guns and bullets on them 4. when attacked there should be a red arrow pointing to where you are being attacked form at least until the mini map is implemented and when that is red dots where the enemy is. If i think of more i will add them along with what other people think should be added as QoL changes. 5. Shiftclick to add more buildings and Gabion can click and drag like building workshops 6. increase workshop sizes by adding more after its finished should not construct a new workshop 7. Shift click while adding work orders in workshops adds 5 control add 10 8. The imitate area around your starting location should all be flat and clear of everything 9. Bandits shouldn't attack for the first 5 day but fishmen can attack on day 2 sense they are weaker. 10. Stockpiles should have the ability to choose if you want ores and or wood separated. Updated 11. When placing buildings the dimensions should show up EG 12X7
1) Food value has been discarded and is no longer in use in the game, so that might be a bit redundant. However how food actually works should probably be covered in ie the tutorial or somethere else as it is not very intuitive right now. It is however still WIP, so for now we'll probably have to live with it beaing a bit "mysterious". 2) I'm not quite sure what you mean? 3) Yep. Totally agree here, though it has gotten noticably better the last months. 4) I don't agree. How would the colonists know? Especially if the attack originate froim inside the FoW. I feel you have plenty of time to react due to the warnings, and be ready to rally your soldiers if need be. Just my 5 cents.
1. was playing off experimental version, and they said it might come back depends how it works. if it does come back it should show. 2. when you set jobs farming(farm plots) and foraging(going out and picking berries/gathering mushrooms) are on the same job set. farming is prioritized and takes all teh time of the work group with not producing as quickly. i think foraging needs to be moved off of farming so you can still forage while farming, 4. that makes sense how about if you have them in your view the arrow/or red dots would show up?
1) Well, we'll cross that bridge when we come to it. 2) Has been done for Rev 33D. 4) Well, what I should do is the bloody mini-map, which I've been putting off for... er, several months now. 5-7) In general, yes, shift and control should make things better. Gabions should use what is eventually planned for fences (dragging out a row) but, again, programmer time. 8) Is a long-standing TODO but nobody has had time yet. 9) I believe this got changed up a bit in the next build coming out the door. 10) is interesting... and I don't mind doing it. But why?
2. sweet 4-8. its alpha understandable this is just some things id like to see eventually. 10. its just so you can have more control over where you put your stock items. e.g. in dwarf fortress you can have just single items in your stock piles, like only chairs only wood, only iron. it's just for better management (more micro) just my opinion