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Author Topic: Steam Version Feedback  (Read 1559 times)

Onidotmoe

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Steam Version Feedback
« on: January 09, 2023, 11:13:56 am »

I made a list of feedback while i was playing the new Steam versions :

Search bars :
  • Search and ordering filters for when assigning creatures to pens.
  • When assigning a deity to a temple.
  • The selection menu for assigning citizens to Burrows and Rooms.
  • The Objects menu and when assigning Objects to nobles.
  • The Creatures menu and all its sub-tabs.
  • The Announcements screen.
  • The advanced settings screen in world gen.
  • The cage and pen assigning menus.
  • The military equipment and material selection screens.

Military :
  • Doesn't seem to be any way to change a military uniform once it's made, you can change a individual militarydwarf's gear but not he uniform itself.
  • Can't assign arrows/bolts to a military squad.
  • Someway to quickly disqualify dwarfs from being part of the military, like dwarfs that have certain injuries like "lost the ability to stand".
  • Before a military mission starts, all the assigned dwarfs in their squads should first rally somewhere on the map and only after they've all arrived at the rallypoint will they leave for their mission, this is to deal with the issue of a dwarf being unable to reach the edge of the map or unwilling to leave, because when this happens all the other dwarfs that are outside the map will essentially be in limbo until the other dwarfs decide to join them, would be better to meet up first and if they can't leave the mission is suspended or a announcement is pushed, notifying the player why the mission didn't begin.
  • When assigning equipment or a equipment material to a uniform, materials that you actually have should be at the top and those you don't should be below and all the different variations of the same material should be grouped together, so all leathers would be grouping one collapsable item. The different materials should also have a image of how the gear looks in that material instead of just being a empty image now. It should also say what you're picking a material for above the listview
  • In the schedule menu, when you multiple squads selected, pressing on the header of a column for a schedule, it should assign that schedule to all squads.

Nobles :
  • Clicking on a noble's image should open their profile UI.
  • Clicking on a assigned room of a noble should take you to that room.
  • When you're about to select a dwarf for a military position, it currently shows if they have any leader skills but it should also show if they already are assigned to a military squad. The list should be in alphabetic order too, with all the generic types being grouped together.
  • Ability to set rooms to positions instead of persons, so you could set a room to always be owned by a specific noble position instead of a dwarf.

Labors :
  • When Mouse Over the different Labors on the left side of the screen, have a tooltip explaining what specific jobs are covered by each labor.
  • Show a number indicator for how many dwarfs are assigned to each labor and how many don't have any labors assigned.
  • Have a way to remove or hide default labors and then also a way to restore them.
  • Have a way to select and deselect all dwarfs from a labor.
  • The icon for the "Orderlies" is confusing as it suggest cleaning of surfaces, have the icon for hospitals in the icon too to make it clearer that it's hospital related.

Stocks :
  • Have a icon for each category on the left, like for "Ammunition" there should be a icon for Arrows infront of the text, also for the group items in the listview.
  • The buttons for smelting/dumping/forbidding should also be on the categories on the left side of the screen.
  • Someway to collapse a entire category, so if you're looking in the bins category, there should be a way to collapse all the bin groups with 1 click.
  • Have a toggle button that's on by default that hides anything that's used in a building or is deployed somewhere, or is being worn by someone. It would help speed up the menu loading if it didn't have to load all of it at once, but also it clutters up the menu alot.

World Gen :
  • A way to go back to the advanced presets screen instead of needing to goto the main menu when you want to fiddle with some settings.
  • When prompted to ignore rejections have a option to ignore but require a playable civilization to be formed.
  • Group stuff like number of volcanos and volcanism under a group item that can be collapsed and expanded.
  • Do not reset settings when changing map size.
  • Clicking the red "No" symbol shouldn't clear a field, it should instead revert it to its default value.

Trading :
  • Group creatures based on species in the Pen selection menu, so you can click on the species group and have it select all its members like how you can select items in a group.
  • Search doesn't seem to work as expected in the trading and stocks screen, seems you can't search for a given objects name, even tho it's searchable by what it is, like you can search for a mask but you can't search for the name the mask has, even tho it appears only with the name in the menu.
  • Searching for sizes doesn't seem to work, even tho the size is one of the first thing in a object's name.
  • While holding mouse down, you should be able to select/unselect multiple items, the first item determines if the next ones are going to be selected/unselected.
  • When selecting a bin, barrel, or container with items in it, it should also select all the items inside them, so you can uncheck specific items inside without having to select all the other ones manually.

General GUI :
  • UI Elements lack MouseOver color overlay, which makes it hard to tell what your mouse is over.
  • Right-Clicking when trying to place a building or other designation should cancel the current designation attempt but not completely remove the designation, allowing you to redo the attempt without having to go into the menu to find the building you were trying to place.
  • Suspended constructions should have a Pause icon in the bottom of their tile.
  • When you open a menu and start typing the search bar should receive the inputs by default, now they are sent to other parts of the UI that isn't in focus. Generally when you have a menu open keys should not be passed on to other menus, instead it should require you to exit the current menu first.
  • When using the paint tool to designate areas or zones, prevent buttons from being activated while you drag the tool as they are triggered if they get MouseOver while you're dragging.
  • A version of the paint tool to mass change materials of buildings that have or haven't been constructed yet.
  • A faster way to dump seeds and deep creatures from cages, or have the seeds inside the cage be visible when just looking at the care without clicking on it.
  • A simple way to filter out things that elves won't buy.
  • In the Trade depot screen when selecting stuff to move to the depot, have checkboxes on the categories to the left, allowing you to select everything of a category with 1 click.
  • A way to set individual zone colors, they're all transparent green now.
  • A way to filter out non-permanent citizens(citizens you can't assign labors to) in the Citizens screen.
  • Ability to move the caret in a text field and select, copy/paste text. If you wanna be really advanced you could add a checkbox to save a textentry to allow the player to pick it from a list.
  • Allow the designator for removing buildings to also remove furniture to easierly remove multiple pieces of furniture.
  • When painting targets for a squad to attack, the pain tool doesn't work for multiple levels and also resets the targets each time, a way to add or remove targets instead of resetting.
  • While Mouse Over a stack of items instead of spamming the same label over and over they should be merged into something like this : "100 Wood logs" instead of 100 individual labels.
  • When viewing text like in the description of a creature or in a mission report instead of having each line start with :
            "In The Summer of X dwarf did a thing"
            "In The Summer of X dwarf did anothing thing"
            "In The Summer of X dwarf keeps doing things"
        It should instead looks like this :
            "In the Summer of X..."
                "dwarf did a thing"
                "dwarf did anothing thing"
                "dwarf keeps doing things"
            Cutting down on spam and making it easier to read.
  • When the game is paused there should be a clearer more in-your-face way to tell then the top right pause button.
  • When selecting items for display, objects that appear in the objects menu should be under their own category to make them easier to find.
  • When designating something to be constructed like a building, the material menu should be visible on the left and allow you to pick and change material before you place something.
  • The material selection menu could have the last selected material at the top when you go to place another designation.
  • When there's alot of materials in the material selection screen, there should be a way to group the materials together, so all metals go into one group item and all wood into another.
  • When cancelling a building placement or dig order, the current tool should not be remove, like digging tool should still be active, cancelling twice should remove it.
  • When having a tool active, like the digging tool or the zone painting tool, next to the cursor should be the icon for what zone you're trying to place or what digging tool you're using.
  • When selecting material, prevent it from jumping to the left or right side of the screen and stay only on one side.
  • A way to hide or disable creatures from appearing in the selection menu for Pens.
  • Smoothing and Engraving overlay when designated are too opaque and need to be more transparent.
  • A way to set auto-slaughtering of animals when you reach a certain amount.
  • Clicking on the text of a textbox that you can change the text of should also turn the text editing on, like clicking the button next to it does. This seems to be true for the outfits menu but not for the rest?
  • A way to designate removal of a single building in a tile with multiple buildings, like removing stairs ontop of floors without also removing floor.
  • A way to paint multiple constructions to suspend or resume them all at once.
  • A unique sound for when someone dies, right now the same sound is used for multiple different things.
  • Allow selecting different icons for custom work details like selecting icons for military squads.
  • When selecting where Items are Taken/Given from, the selection shouldn't stop after you've picked something, instead it should add it to the list and then allow you to continue to select stuff until you cancel selection.
  • Confirmation prompt when deleting a zone or stockpile that isn't using default settings, too often i've accidentally clicked on the delete button.
  • When selecting dwarfs for a squad, the menu shouldn't reset to the top and instead remember its scroll position.
  • A single Order for smelting down any available ore in the Smelter's menu.
  • Allow standard english characters to replace/substitute non-english characters in search, like O replaces Ò,Ó,Ô, and Ö
  • When painting a designation for walls and floors, anything that's blocking a tile shouldn't prevent you from making the designation, instead that tile should be ommited like how the stockpile painting tool works.
  • Ability to assign a zone to a specific squad, like a dinner area only allowed to be used for a squad.
  • In the creatures screen, separate hostiles and invaders into their own tab. Likewise having a tab for "Friendly" and "Neutral" or a tab for "Visitors".
  • In the creatures screen, the image representing the creature should also show them being inside a cage if they are in one, like in stocks, pen assignment screen and such.
  • In the Labor screen, have a way to sort dwarfs, a way to toggle the forced locking of labors on all dwarfs, and don't re-sort dwarfs when changing between labor types as often you want to assign multiple labors to a dwarf and having them be sorted forces you to search for them again, also why manual sorting would be better.
  • When switching selection, the last tab should be opened in the new selection, like if you had the inventory tab open before, it should open again in the new selected thing. Useful for when you want to compare dwarfs or items quickly.
  • Deceased people shouldn't appear in the interrogation menu or atleast always be at the bottom of the list.
  • A way to set toggle a case to turn it into a cold case, removing it from the active cases tab.
  • When a building has been designated it should say what material it's going to be made out of. Instead of "Wall" it should say "Dacite Wall".
  • Allow multiple dwarfs to be assigned to a zone, like a shared office or a shared bedroom or a shared dinning room.
  • Selection overlay for when a workshop is selected and all other buildings.
  • When generating a world, the current year should also show the desired end year for the generation something like "The Age of Myth 146 / 250"
  • Tooltips explaining in detail what the different settings in the world gen advanced screen do.
  • Way to cancel a "Prepare Carefully" embark and go back to the world map.
  • A vanilla preset for the "Prepare Carefully" embark to speed up setting it up, like having the default embark set when you go into that screen and then reset it to nothing or be able to modify it, instead of having to make your own preset.
  • Clicks are sometimes not picked up by the game's ui if alot of things are happening, forcing you to pause the game.
  • A way to bulk search and designate things, like if i want dwarfs to only cut a specific kind of tree, being able to search for the tree and apply the designation to all trees of that type, or you had a tree cutting zone, you could set them to only cut trees of a certain type.
  • Ability to click on a stair digging designation and change the top of stairs made, so if there is a down stairs, just by clicking on it you'll get a little panel to pick between the other stair types, just to make it alittle easier to change stairs.
  • Allow Page Up/Page Down on the keyboard to navigate lists.
  • In menus with multiple identical checkboxes, like in the cage and pen assigning menu, the labor menu, the stocks and trading menu, when holding the mouse down and hovering over a checkbox that's that same as teh checkbox you just had your mouse on previously, that second checkbox should be affected like you clicked on it, so you can drag and select multiple things with less clicks.
  • The minimap should move while mouse is down, right now you have to click everytime you want it to change position.
  • The minimap should display object's material color.
  • In the creatures menu next to the button for assigning a trainer have another button with a "X" to remove assigned training, just to speed up that process.
  • You should be able to multi-select workshops and have all modifications apply to all selected workshops.
  • When selecting something to assign to a meeting area, like a inn or a temple, have the selection list be in alphabetical order, with a search bar and the ability to hide existing temple sects/guilds.
  • A copy/paste tool to quickly copy a existing pattern, like a room with all it's furniture to another location.
  • When there's only 1-5 of a item of a specific material, like if you only have a couple of Dingo or Moongose Tunics, have them be grouped together in the trade and stock menu instead of each having their own group, the new group would just be "Tunics" or "Various Tunics".
  • A way to change the grouping for bins, barrels, and other containers in the trade and stocks screen to group them based on what's inside and not on what the container is made out of.
  • Currently you can name the different hotkeys for jumping to different layers, allow naming layers too, so the name appears below the level text underneath the minimap too.
  • When you go into a sub-menu, like in a workshop then into a sub-menu for like specific material and right-click you should be taken back to the last screen and not just close the window entirely.
  • When you place a screwpump it resets the direction gui, it shouldn't do this.
  • In the assigning menu for cages, creatures that are in the same cage should be grouped together like the group listview items in stocks' containers.
  • In the assigning menu for cages/pens/pits, it should work like with material, where it only shows creatures that can actually reach the cage, so if the cage is in a locked room, with no creatures to be placed inside it, then there should be no creatures in the assigning menu or the menu shouldn't be openable, useful when you want to move alot of creatures into the same cage that are in the same room, or when you want to set prisoners to a pen zone or pit, allow show distance to the creature and various sorting options.
  • The Tasks menu should have sub-tabs with something like these categories :
            "Activities" - Things dwarfs do that are not part of a work detail, like eating, sleeping, training, and so on.
            "Constructions" - Walls, furniture, floors, and anything else that a dwarf can build.
            "Labors" - Work orders related to a workshop, like cooking at a kitchen.
            "Hauling" - Just hauling orders as there's always so many, having them in their own tab would help make the others more readable.
    For the tabs with stop that can be paused and cancelled there should be a button to do it for all, so a toggle button for pausing and button to cancel everything(with a prompt).
  • Some indicator for when a room-zone isn't valid for its purpose, like if you assign a area as a bedroom, it should tell you that you're missing a bed, either by changing the color of the zone or having a little icon on the zone.
  • Room-zones that are claimed by a dwarf, like a bedroom or dinning room, when viewing it, have a image of the dwarf next to the bedroom icon, not in the menu but outside when you're assigning zones, that way you can see multiple zone-owners at the same time at a glance.
  • A way to sort or change the order of the squads in the military panel on the right side of the screen, the one you use to tell dwarfs where to go and what to attack.
  • The paint tool for designating items for dumping should not affect paved roads.
  • When you click on a tile it almost seems random what the first item in the panel that shows up is, if there are multiple items, the item that's rendered on the tile should have priority, the item that the player can see first, if a corpse is ontop of a paved road the corpse should be the first item in the list as it's rendered ontop.
  • Paved roads are problematic when you want to select stuff or just click around on them as you always select the paved road, they should maybe be more like floors that can't be selected once placed or require you to have the paved road building tool active for you to be able to select them.
  • Allow the text in the description of things to be selectable for copy/pasting.
  • When designating a image for engraving a wall or for a statue and picking historical person, have a filter for people only in your fort or on the map right now.
  • Add unicode support for all text fields so we can use stuff like ♥☻♕.
  • When Mouse Over a Workshop, have the Tooltip say what the workshop is currently making.
  • When Mouse Over a Container, have the Tooltip show a preview of what's inside it.
  • In the world map reports screen, have the spoils report entry groupped with the mission entry, and have the spoils have a image rendered of each item, like if you were looking at the stocks screen.
  • When you name a lever or a thing that's linked to a lever, if either one is named and the counterpart still has its default name, then that one should get the same name as what it's linked to.
Announcements :
  • Announcement for when creatures forget their training while inside a cage are unnecessary.
  • Announcement for when creatures grow up are unnecessary.
  • For the announcement of when a dwarf turns into a speardwarf or other military dwarf when they change into their training schedule, having it say that "X Squad has began training" would be better than having it say that each dwarf has become something.
  • Special announcement when a noble dies.
  • Sparring and Slaughtered announcements are unnecessary and spammy
  • Different icon for the slaughter announcement compared to someone dying.
  • Toppled announcement, when someone topples a building doesn't have a button for going to where that building was toppled at.
  • For the "attracted no migrants this season" announcement, having it display a reason why, would help alot.
  • When a announcement comes up that pauses the game, have a little button in the corner of the popup to disable further popups and pauses of the same type.
  • Ability to Mute Work Orders when they failed when setting up a Order in the Orders Menu. Disabling any announcements.
  • A menu tab for Petitions with ones you have approved, ones that need approving, and some basic settings for auto-accepting/denying petitions, especially ones that have already been asked. For example in my current fort i'd allow all people that want to eradicate monsters to join but not dancers and entertainers, so something to hide and auto accept/deny those would help reduce spam.
  • In announcements that have a button that takes you to the location of the place something is happening, like a dwarf is fighting or someone is in a strange mood, it should either have another button or the existing button should be changed to take you to the dwarf that's fighting and not to the place they're fighting at, as too often they would already have moved on when the announcement has triggered.
  • When announcements related to objects, dwarfs, or anything with a image that can be rendered, have that image in the announcement window when it's expanded.
  • A "Clear All" button at the top of the announcement sidebar.
  • Positive Alerts should be blue or green instead of the default red color, like when a merchant caravan arrives, that alert should be blue or green, this would also mean that multiple different types of alert should be able to stack ontop of each other like other announcements.
  • The game pauses after you close the message for a "vile force of darkness" but does not pause when a werebeast has arrived, it should!
  • Announcements don't seem to ever expire, staying on the left forever and becoming invalid, they'll eventually have the same tooltip and when you click on them nothing happens.
  • A way to mute announcements related to specific buildings, like muting all announcements from a specific workshop.
Engraving Slabs :
  • In the Stoneworker workshop menu for engraving slabs, allow search to target the "Not memorialized, no slabs engraved" part, this also includes the "ghost" part, would make it easier to filter those.
             Also would help if non-memorialized dwarfs were at the top of the list by default, some way to filter out creatures that can't come back to haunt you like animals and strays.
             And having a picture of the creature in the menu would help, because some named animals/pets doesn't tell you if it's a dwarf or not.
  • The color for memorialized dwarfs should be faded and grey instead of the same color as non-memorialized dwarfs, to make it easier to tell which is which.
  • Would be great if the menu didn't close for engravings and instead you could just add all the selected engraving targets at once.
  • Seperate Engraved Slabs from Slabs when trying to place them, allowing you to quickly use the "Use Closest" option instead of manually having to go into the menu and pick a engraved one.
Work Orders :
  • Easier way to order stuff where you can order the final product and have the dwarf make all the necessary components without you having to set work orders for each. I think dfhack had a blueprint mode in the old version.
  • Option to set caged animals to automatically get trained when caught. This could be a work order or if you have a stockpile with trapped animals, placing a Animal Training zone ontop of it will tell the dwarfs to train anything in that stockpile.
  • Clicking on the icon on the left side of the status of the order should re-validate it and restart it if currently valid.
  • When selecting a material there should be a preview of the material item on the left of its name.
  • A way to copy a work order.
  • Instead of having a different order for each metal type, they should instead work like stones and wood, a order for a steel chest would then look like this : "Make Metal Chest -> Select Material Type", in this case steel, the advantage of this is that you can also see how many bars you have like with the stones and woods work orders, it also just reduces the amount of clutter in the menus.
  • A way to specify amounts when searching for a work order, maybe with a asterisks like this : "10* Wooden Doors" when you do it like this, then you won't need to set amount in the work order menu afterwards, just speed the process up a bit.
    Likewise if you use a asterisk before but for material selection, so like "Peach Wood* Door", skipping a step again with the material selection, with 2 asterisks you could specify amount and material in one line, like "10* Peach Wood* Door, this wouldn't change any of the other systems just being a additional optional thing one can do if they type in a asterisk.
  • A "Slaughter Animal" work order for the butcher workshop when you have disable auto slaughtering.
  • Shift-Clicking the priority buttons should send the order to the top or bottom, respective to the button.
  • A Pause button for Orders.
  • You can set infinite amounts but it would be nice if you could set a order to something like "do until out of resources", meaning that the order will just run until it runs out of ingredients and then it'll clear itself from the orders screen, with a completion announcement instead of a job cancellation. This could just be when it's on infinite and you click on minus again.
  • No information in the Word Orders or in Workshops of what ingredients a work order needs, like nothing tells you how many logs are needed for a barrel or how many metal bars are needed for a cabinet.
Stockpiles :
  • Displays & Cabinets should be under furniture instead of "Other large tools" in the stockpile screen.
  • Altars don't have a stockpile selection entry.
  • The Take/Give icons in the stockpile menu aren't distinct enough, often leading to confusing them.
  • When assigning a Take/Give stockpile target, have a list of all stockpiles in the bottom left corner of the screen, with a search bar, allowing you to pick the stockpile target without having to goto the location on the map where the stockpile is, this could also be done for workshops.
  • When clicking "View Stockpile" there should be a way to view a list of all items in that stockpile.
  • Way to save & load Orders, Military Outfits, and stockpile settings between forts, globally.
  • For stockpiles a way to tell dwarfs from what side they should fill it up first, currently it always defaults to the top/north but having a way to set them to fill a stockpile from the other sides would be nice.
  • When a Stockpile has not been given a name, it should try to assign itself a name when you go in and select what's going to go into it, like if you only have seeds in the stockpile it should intelligently name itself "Seed Stockpile X"
  • In the Stockpile menu, have a option to toggle if stuff marked for smelting should be allowed or not.
  • Under food in the stockpile menu, split seeds between seeds that can grow on the surface and seed that can't, like plump helmet spawn.
  • For items that do have conditions, have a condition criteria like for quality.
  • Separate entry for glazed and un-glazed ceramic items or just a criteria additional.
  • A way to disallow dwarfs from taking items from a stockpile but allowing them to put items into one.
  • Have more categories in the Animals entry, like quality of the cage, material of the cage, split the different cage targets into something like Hostile, Neutral, Intelligent, or just a category for Menlike and Animals. Then also one for training quality or if the target is fully domesticated. Could also have a option that sets all the caged animals to be auto-slaughtered.
Burrows :
  • For burrows when assigning for cizitens or soldiers, have a option for these to auto update so you don't have to go into these menus whenever your dwarven population changes.
  • Include a option for selecting children & nobles in the burrows menu like you can with citizens and soldiers.
  • You can't paint Burrows on multiple levels at once, you have to paint each level individually, this should allow multi-level painting.
  • A option to set transparency for Burrows color overlay.
  • A button to duplicate a existing Burrow.
  • A button in the burrow menu for inverting the current burrow selection.
  • Inverted Burrows, burrows where the selected dwarfs are either the only ones allowed in or where everyone selected are not allowed to enter.
  • Restricted areas, areas where someone will get prosecuted if they enter without permission.
  • The Pause Icon for burrows is hard to tell when it's ON/OFF.
  • Military schedules seem to override burrow assignment, which means you have to manually set your military units to a non-active schedule for them to actually get into the burrows, getting into a burrow should take precedence over anything else.
Justice :
  • No way to undo a conviction.
  • In the justice menu when assigning people to be interrogated, the menu should not return to the previous screen when you pick someone to interrogate, instead you should be able to continue to pick people to interrogate.
  • Currently if a dwarf kills another dwarf it'll just say that their injured party, or if the injury lead to their death, it should say "Caused Death of ..."
  • Someway to arrest and or kill someone without a reason.
  • Somesort of citizens arrest, when dwarfs see someone stealing something, they should try to stop them.
Settings :
  • Option to disable Damp, Warm, and job suspension in the options menu.
  • Setting to control how much WASD moves the camera, using the mouse you can pan around with 1 tile at a time, with WASD it jumps like 3 tiles.
  • Option to keep the construction menu open after clicking on a designator.
  • Option to enable a overlay on Levers and stuff they're connected to that says whether they are "ON" or "OFF" in the bottom part of their tile.
  • Option to replace the condition system for items with a different system that either shows a percentage bar or something like "Broken Axe" or "Axe (Broken)", which would be alot easier to understand.
  • The FPS toggle in the options menu should be in video instead of the game's tab.
  • Option to permanently disable all tutorials, they reset on each new world.
  • Option for Hotkey text for the different UI elements that are visible all the time.
  • Option to disable ghosts.
  • Allow us to change the distance from which we're allowed to build from the edge of the map.
  • The "Enemies : Off" option in the difficulty menu is confusing as it still spawns hostile wildlife, a tooltip explaining what it doesn't spawn and what it does.
Gameplay :
  • Blueprints for buildings so you can place buildings you don't have and they'll just be placed when you do have them.
  • Allowing floors to be placed underneath furniture like beds, tables, and chairs without having to remove them first.
  • When placing floors, if the floor material type is the same as the current one, the old one should just be left alone and no new one should be placed ontop of it.
  • Someway to designate a area for cleaning to remove dirt, debris, blood, and so on.
  • Dwarfs wearing crowns don't have their crowns shown on their rendered characters like they do with helmets or hoods.
  • Allow smaller versions of creatures to interbreed with their giant counterpart.
  • Ability to Toggle Visibility of Engraved Floors and Walls like you can with buildings.
  • A Communal Tomb zone, right now a tomb is only for a single dwarf, having the Tomb zone allow multiple dwarfs assigned would make it easier to use.
  • Allow a single Table to be used by multiple dwarfs on multiple chairs.
  • A zone for wood cutting, automatically designate any trees that grow in the zone to be cut.
  • Marking something to be killed without needing a military squad.
  • A way to set construction of buildings and furniture as the highest priority like you can with levers.
  • Allow buildings to be constructed on tiles with 1-2 layers of water.
  • Allow statues and engravings, to count towards a dwarf being memorialized.
  • Allow dwarfs to use Wheelbarrows when moving stuff from stockpiles to workshops for orders.
  • Statues of dwarfs could show the full rendition of the dwarf, like how they are normally rendered but with the material tone applied.
  • Animals born to parents that are in a pen should be automatically assigned to that pen.
  • When building a block of walls, dwarfs should prioritize the center walls then the outer as not to leave holes in the block.
  • Ammo selection for squads seems to be missing?
  • A way to un-link levers.
  • Having more than 1 dwarf per water pit.
  • Being able to link zones and stockpiles to pits. Like a water source zone to a water pit zone.
          Or a refuse stockpile to a pit.
  • Can't zoom when using classic graphics.
  • Ability to build floors underneath furniture without having to remove the furniture first.
  • Ability for dwarfs to build walls and ramps from above instead of always having to be next to them on the same level.
  • If you know a dwarf to be a werebeast, ability to convict them or someway to enable them being jailed/detained/killed that don't require them to have a "accident".
  • Allow bones to be stored in bins.
  • Allow skulls to be used for mace heads.
  • Someway to create tables that span multiple tiles but have a single graphic, like making a table that's 1x3, but that might require being able to rotate stuff.
  • Talking about rotating stuff, being able to rotate furniture like cabinets would be neat.
  • Option to make walls and floors out of bones or flesh for that horror/evil vibe.
  • Someway to befriend ghosts.
  • For rooms linked to a Inn, when rented, the people renting them should pay for the rooms.
  • A bartender bar furniture piece for the Inn, as a workstation, possibly to also sell drinks to visitors.
  • There should be a visible different between active and inactive workshops, workshops with queued orders should look different visually than workshops with no orders.
  • When setting the access permission for a zone like a temple or tavern, there should be a option for visitors or non-residents only.
  • Allow multiple dwarfs to interact with a cage at the same time, specifically when loading a single cage with multiple creatures.
  • Allow multiple dwarfs to build a road at the same time, to speed up building time.
  • There's a limit to how big you can designate a wall and floors, forcing you to do it in multiple batches which is inconvenient.
  • Paved roads should link up with floor tiles, as right now there's a natural gap between them.
  • Rain and show particles on tiles or a overlay on the screen when it's raining or snowing.
  • Miasma shouldn't form underwater as it's a gas, or atleast have it bubble up to the surface.
  • Ability to tell dwarfs to fill a area with dirt, sand, or clay, basically the pit zone but allow these 3 other variations, useful for farming but more importantly in this case to fill up holes in the terrain.
  • Clay tablets, inscribed rock boulders for decoration, and metal sheets to write on.
  • Allow us to put plants into pots for decoration.
  • Allow dwarfs to make paintings and draw on sheets.
  • When stuff burns and leaves ash, allow the dwarfs to collect that leftover ash into bags, this could be a automatic labor in the Standing Orders tab.
  • For animal extracts, there's no way to tell what can actually be used for something and what can't, like the different types of venom, which could be used for making poison arrows.
  • Someway to tell at a glance if a dwarf is part of your fort or just a visitor.

EDIT : Hit character limit.
« Last Edit: January 30, 2023, 07:38:14 am by Onidotmoe »
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Salmeuk

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Re: Steam Version Feedback
« Reply #1 on: January 09, 2023, 12:50:16 pm »

honestly, nice list, and you didn't faff about with editorializing.

 a lot of these problems are things you can acclimate yourself to, which is DF tradition and all that, but many of these are no-brainer improvements to the premium UI workflow. I would love to see custom zone colors and an in-game annoucements.txt editor,

 maybe you could sort these into UI fixes vs. gameplay fixes?

Quote
A single Order for smelting down any available ore in the Smelter's menu.

considering the new jeweler's shop has this very change I would like to highlight this suggestion as my personal favorite..
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Bumber

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Re: Steam Version Feedback
« Reply #2 on: January 09, 2023, 03:53:52 pm »

Sparring and Slaughtered announcements are unnecessary and spammy
Announcement for when creatures forget their training while inside a cage are unnecessary.
Announcement for when creatures grow up are unnecessary.

You can control some of these in announcements.txt. Knowing when creatures have grown up is useful for slaughtering.
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Onidotmoe

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Re: Steam Version Feedback
« Reply #3 on: January 15, 2023, 05:14:29 pm »

I'm updating the list whenever something comes up, so things might get out of order.
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DanielCoffey

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Re: Steam Version Feedback
« Reply #4 on: January 16, 2023, 03:25:25 am »

Stockpiles 2. Altars are stored with Other Large Tools along with your Stepladders for some reason.
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FantasticDorf

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Re: Steam Version Feedback
« Reply #5 on: January 16, 2023, 02:27:09 pm »

Quote
Number 10: Allow a single Table to be used by multiple dwarfs on multiple chairs.

This is already the case, in prior and i figure current versions, but it generates negative thoughts at eating at busy tables so its been much avoided.

To add myself, would be more apt if a group of dwarves could commune to 'socialize' across a table, while talking to one another about the object-subject or just ambiently chat about whatever, and in pre-defined spots around existing furniture like display cases and statues in specialist zones (its always been hard to enforce this when locations are popular). My existing working socialization setup since 47.05 has been a strip of chairs attached to single tables.

Dwarves come in to eat, and are put directly next to tavern goers between the chairs who aren't in the communal dance-space for a chat. Even if it involves a bit of crawling.



Quote
Number 9:A faster way to dump seeds and deep creatures from cages, or have the seeds inside the cage be visible when just looking at the care without clicking on it.

Mass dump designation over the cage manages this, though this is hardly ideal and micro-repetitive to organize your dumps to the correct location (also works for dumping the clothes/weapons off invaders). You cannot allocate food especially for cages or a zoo-zone, except usually the nearest vegetarian object or something within a burrow, which 47.05 and prior versions had much tighter burrow controls for handling, so a animal caretaker having remembered to feed the animals may instead reach for your press-cake pile as animal feed.



Quote
Number 5: Dwarfs wearing crowns don't have their crowns shown on their rendered characters like they do with helmets or hoods.

Often dwarves wear 5 crowns at once, it is not a 'shaped' or layer particular object. So after a while, this particular feedback would become very visually distracting for the.player as they weigh themselves down in gold amulets, bracelets and crowns like Mr.T. Probably.
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Enceos

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Re: Steam Version Feedback
« Reply #6 on: January 16, 2023, 06:52:56 pm »

- Priority brush tool for painted tasks like mining/gathering/engraving etc. Currently, we have to trace all the drawings again to change their priority.
- Minecart Routes window is very janky. There's no way to sort the routes, up and down arrows just like in the orders screen would help. There's no way to add an extra stop to an existing route at the top of the list, as it adds the stop to the bottommost route (bug?). Having a way to group routes into folders with (+)/(-) buttons will go a long way in making the window pleasant to use.
- Animal profile window needs an extra tab where we can assign a trainer, schedule for gelding or butchering, and assign to an existing pasture zone, all in one place neatly. Having to look for a pet in the Pets/Livestock tab is a nightmare. If I have a task where I want to get rid of weak animals and keep only the strong and tough ones I really don't have an easy way of doing it.
- Dwarves have color preferences, but the game doesn't give any color information to the user at all. For example, an item profile window currently reads "This is microcline." when it can read "This is microcline, a stone of aqua color."
- All gems and wood logs are plural, the description text should read "These are" instead of "This is a" rough prases. Also needs to give the color "Theses are rough prases, gems of spring green color."
I could be hard to get poetic in the code. Then add color to the technical description.
- A technical description in the material profile window would help newer players find them easier in stockpile settings.
Example for Microcline.
Color: aqua, Category: stone, Type: Other stone

P.S. All the best QOL improvements are designed to save time. Just looking at what takes a lot of time and mouse-clicking to do and touching up those areas makes games and software user-friendly.
« Last Edit: January 16, 2023, 07:26:41 pm by Enceos »
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Onidotmoe

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Re: Steam Version Feedback
« Reply #7 on: January 23, 2023, 10:15:25 am »

    Hit character limit so i'll try to continue here :

World Gen :
  • You can set different amount of levels for the different layers-regions, but having a simple setting for Max Layers would be clearer, say i only want 20 layers, then that should be it and it shouldn't make more than that.
  • World gen should remember which mods you had selected last time as going in and out of world gen when you're messing with settings.
  • In the prepare carefully screen, the skills for dwarfs should be sorted alphabetically.
  • The game should throw a warning if you try to embark without any pickaxes.
  • Be able to set Nobility for dwarfs in the prepare carefully screen.
  • When saving embark profiles have it save the fortress name, group name, and group symbol.
Military :
  • When a dwarf turns into for example a axedwarf, it removes their profession from all the menus they appear in, instead it should still display its profession, maybe like this "dwarf dwarfson Mason (Axedwarf)".
Nobles :
  • Ability to assign bodyguards to nobles, that'll follow them around and protect them.
  • When assigning dwarfs to room, especially nobles, they won't have any existing room they own removed from their holdings, there should be a indicator in a assigned room of whether the dwarf has multiple rooms of that type assigned to them.
Military :
  • Allow dwarfs that have food/drinks on them to share with the other military dwarfs around them that are hungry/thirsty.
  • Dwarfs seem much more of hassle when it comes to military orders compared to pre-steam version, if they already have several tasked queue up they'll insist on doing those than following orders or getting into burrows.
General GUI :
  • Some way to tell if a animal is war or hunt trainable before you train it or even before you catch it.
  • To the left of the lock button for labors, if the dwarf is a noble have the noble crown icon there and when you mouse over it the tooltip should say what kind of noble they are.
  • When resizing a stockpile, the barrels, bins, and wheelbarrows assigned shouldn't change if the player had set a value.
  • When assigning something for a display, the group items in the menu cannot be collapsed.
  • When assigning something for a display, you can't search for a artifacts name.
  • Can't zoom in the world map while in fortress mode, makes it very difficult to see anything.
  • The button to delete a area, like a burrow should not be next to the erase button when you're painting.
  • Like you can ban the use of certain rocks in some work orders, allow banning animals from being hunted or killed, like if i don't want dwarfs to attack opossums or kill cave spiders.
  • Shift-clicking on a seed to plant in a farm should apply that seed to all seasons.
  • A option in the farm plot menu to just use any seed available.
  • When a artifact has been created the announcement popup should have a image of the object, clicking on the image should take you to it.
  • Clicking on the mood emojis in the top panel should cycle through all those dwarfs associated with those moods, jumping the camera from dwarf to dwarf.
  • Option to set minimum barrels and bins for stockpiles.
  • Ability to assign traffic areas as one-way lanes, where dwarfs are only allowed to move in one direction.
  • in the Places menu, you should be able to toggle pausing of a zone, deleting the zone, or even reassign it to a different owner, there's should be a image of the owner of the zone next to the image of the zone, and have it also say which layer each zone is on.
  • Somesort of indicator for when a book contains the secret to life and death, maybe a skull icon next to it, just something to make it easier to find then having to go and look at each book.
  • When saving manually, a list of all other manual saves for the world should show up, so you can override them or just delete them from the same menu.
  • The construction menu shouldn't be centered at all times, it resizes and jumps around when you go into sub-menus, instead it should have a fixed position, anchored to the center-left and having all the sub-menus appear to its right, preventing it from jumping around.
  • On the items preview list when you view a bunch of items on the floor stacked onto the same tile, the buttons for forbidding and dumping should be visible in the list for each item so you don't need to go into the preview of each individual item to set these when you don't want to just set dumping for all items on the tile for example.
  • In the dwarf preview panel, some way to see their current queued task and be able to manually cancel them.
  • The preview for pressure plates should show the settings and even allow you to change them, it should also say if it's activated or not.
Justice :
  • The person that reported the crime should be at the top of the list.
  • Vampires should first reveal their skin color after they've been convicted, or something to just make it harder to figure out which dwarf is the vampire, maybe have them have a preference for face covering?
  • In the list for interrogation and convicting, have a way to bookmark dwarfs, like adding a little togglable star to the left of the picture so they move to the top. Also a ear icon next to the dwarf that reported the crime so you don't have to go out of these list to check.
  • The interrogations tab is sorted upside down, it's sorting the oldest interrogations at the top, when it should sort the newest at the top.
  • Allow chained prisoners to drink from a water source if they're in range of one.
Gameplay :
  • Allow scrolls to be marked for dumping.
  • When you reclaim a generated fort and there are still residents there the game will come with a "Ambush" warning, even when the current residents are peaceful and minding their own business, your dwarfs might randomly start to attack and kill them tho.
  • A more skilled vampire should be able to drain blood without killing its victim.
  • Likewise a more skilled werebeast should be able to control themselves in their wereform, they could gain a bit of werebeast experience each time they turn.
  • Dwarfs seem to have no countermeasure against being on fire, having them take off their clothes that's on fire, run away, roll or something, or try to run towards the nearest water source, or maybe even the nearest sand source to roll in.
  • If a tree is chopped above a room, the logs will create holes in the ceiling of that room, supports could mitigate this, negating this behavior in a radius around themselves.
  • Allow water wheels to be made out of magma-safe materials and allow magma/lava to turn them.
  • Regular cages shouldn't be waterproof, only terrariums/aquariums should be.
  • If you assign only 2 tiles to be dug out right next to each other, those 2 tiles will be assigned to 2 different dwarfs, making you wait for 2 dwarfs to do the work that the first dwarf could have done by themselves.
  • When assigning tree to get chopped, if you do it any layers above the bottom of the tree, the dwarfs won't be able to cut it unless they can reach the top, this should probably be some modifier behavior like while holding shift, generally when you want to cut a tree you just want it gone. Also when trees are assigned to get chopped on any layer, you can't change the assignment, instead you have to clear the original, you should be able to change it by setting a new chop order without needing to manually remove the previous order.
  • Instead of engraving slabs at a workshop, dwarfs could also just engrave slabs that already have been placed, that way you could create a zone filled with slabs and when a dwarf dies their names could be engraved without further hassling the player.l
  • Non-hostiles should respect traffic areas, like dwarfs do.
  • Different texture patterns for engraved surfaces.
  • Ability to make wooden shoes.
  • If a dwarf is drowning and another dwarf has a high enough swimming skill, that dwarf should go after them and save them.
  • Ball and chain restraints for prisoners and perhaps letting them do chores.

[/li][/list]Modding :
  • A way to modify or delete tokens in a entity without having to replace the entire thing. Like if you want to remove the [MegaBeast] token from a creature, right now you have to replace the whole creature, there should be a way to modify these tokens without having to replace the entire entity.
Bugs :
  • When you've scrolled a bit down and start typing something in the material window the results are at the top of the scrollview but you can't see them or scroll to them because the size of the scrollview is not large enough to support a scrollbar anymore, the scrollview's scrollbar position isn't update when its items are changed.
  • In the counteroffer screen in the trade menu, the scrollbar seems to be functional but its size is always maxed out.
  • When stripping caged prisoners of their gear, the graphics doesn't update for them to appear naked until after you reload the fortress.
  • The bottom of rivers have no texture.
  • Nobles lose their assigned rooms when they return from a mission(this happened pre-steam release too!).
  • If you make a gem window out of cut glass, the window texture doesn't appear instead the gem items will just be on the tile, but it behaves like it would normally.
  • Dwarf wagon caravans will go into a dry moat that's 2 tiles wide, with ramps as the flooring, and sometimes just get stuck because the wagon is larger than 2x2, the wagon will stay there until it disappears, digging underneath it will make it hover in mid air. Also creating a path for it to get out doesn't affect it, it's frozen in place. They also seem to teleport below a bridge to above it.
  • Burrows will not remove dwarfs assigned when they've died, resulting in the counter for assigned dwarfs going beyond how many you actually have that are assigned and alive.
  • The different menus don't block mouse inputs and scroll wheel, allowing them to pass through if nothing capture them.
  • Encrusted furniture doesn't seem to satisfy a noble's request, even if the furniture is of the right material and in the right room.
  • Even with Caveins turned off in the menu, when a tree is underneath a wall, floor, fortification, when the tree is chopped down, the above buildings will get deleted, they won't collapse, they'll just disappear.
  • If you have a line of floors with a forbidden door locking the line, the line is in midair, and you have a dwarf in the locked area and assign the deconstruction of the constructed floor at the end of the line, the dwarf will remove it but the next one that's on the same tile as the dwarf, the dwarf won't remove it'll just stand there, you have to assign the deconstruction of a tile away from the tile the dwarf is on to get them to move away and then they might go back to the original tile you wanted to remove.
  • In the Prepare carefully screen, when trying to give dwarfs a custom name the textinput doesn't register any keystrokes, it registers mouse tho.
  • Traction Benches show their correct texture when you click on them and at the bottom in the list of what they're made of, but not outside that menu, they all look the same ingame.
  • You can't switch between items in a stockpile by clicking on them, the overview menu has to be manually closed before you can view another item.
  • Can't smooth tiles underneath pedestals.
« Last Edit: February 16, 2023, 09:47:23 pm by Onidotmoe »
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Orange-of-Cthulhu

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Re: Steam Version Feedback
« Reply #8 on: January 23, 2023, 10:20:27 am »

Announcements 1 and 2 - I disagree.

1 can be super important if you're training like a hydra. You don't want to not notice it forgot it's training and release it!

2 reminds you that it's time to butcher animals. If you don't notice that and forget, it's a pain to have to do it when you've got a gazilon dogs.
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Bumber

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Re: Steam Version Feedback
« Reply #9 on: January 24, 2023, 08:47:59 am »

Search doesn't function when the list is already shorter than a page. (At least for creating work orders, I think. Haven't tested everything. Should probably make sure it's in the bug reporter.)
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

thunktone

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Re: Steam Version Feedback
« Reply #10 on: January 25, 2023, 08:10:03 am »

Doesn't seem to be any way to change a military uniform once it's made, you can change a individual militarydwarf's gear but not he uniform itself.
Also assign a uniform to one dwarf.

Show a number indicator for how many dwarfs are assigned to each labor and how many don't have any labors assigned.
Maybe also the number of tasks without a dwarf assigned to complete them?

Have a way to select and deselect all dwarfs from a labor.
What about the "Everybody does this" and "Only selected do this" buttons? They're handy. I'd also like to see "Only guild members do this", "Only civilians do this" and "Only military do this". Being able to set a minimum skill level to do it would be good too.

Have a toggle button that's on by default that hides anything that's used in a building or is deployed somewhere, or is being worn by someone. It would help speed up the menu loading if it didn't have to load all of it at once, but also it clutters up the menu alot.
I think it does more than clutter the menu. If I want to know how many chairs I have then the stock menu is currently useless and I need to pretend to place a chair instead.

A faster way to dump seeds and deep creatures from cages, or have the seeds inside the cage be visible when just looking at the care without clicking on it.
Or they just fall out because it's a cage. If the cage is assumed to have a floor then they could fall out when the cage is moved. A few seeds shouldn't stop a cage being reused anyway.

A simple way to filter out things that elves won't buy.
It could be treated as a mandate when an elven caravan is visiting, using the same button as noble trade restrictions.

When having a tool active, like the digging tool or the zone painting tool, next to the cursor should be the icon for what zone you're trying to place or what digging tool you're using.
And an indication of the size of rectangle you're dragging out?

A single Order for smelting down any available ore in the Smelter's menu.
Also any iron ore, any copper ore...

Allow multiple dwarfs to be assigned to a zone, like a shared office or a shared bedroom or a shared dinning room.
A handy convenience, but you can already put multiple zones inside a physical room. My manager and bookkeeper share and in a previous fort they had desks in the library.

When you place a screwpump it resets the direction gui, it shouldn't do this.
Same goes for rollers and bridges.

When designating a image for engraving a wall or for a statue and picking historical person, have a filter for people only in your fort or on the map right now.
Or recently deceased, known to your citizens, significant in your civilisation's history, gods of your civilisation, gods of your citizens, named beasts encountered... And put a little info with each entity to try to explain who they are - something like the text that would be engraved on their slab.

In the world map reports screen, have the spoils report entry groupped with the mission entry, and have the spoils have a image rendered of each item, like if you were looking at the stocks screen.
And have an option not to do the one-line at a time thing. I am consistently walking away from the game and coming back to read the report when it stops moving.


Announcement for when creatures grow up are unnecessary.
Unless you want to assign training for war, hunting or domestication. But it would be nice to set up rules for this and not get the notification.

Sparring and Slaughtered announcements are unnecessary and spammy
Unless you want to follow that fat to the kitchen so you can tell them to reserve it for soap making. But there should be a way to set the policy for ingredients that aren't currently in your fort anyway.

Toppled announcement, when someone topples a building doesn't have a button for going to where that building was toppled at.
Also a lot of announcements go to the place where a dwarf made a decision instead of the building, workshop or whatever that is relevant to that decision.

For the "attracted no migrants this season" announcement, having it display a reason why, would help alot.
Interesting, perhaps it would. I've pretty much accepted that I'll get a few migrants in the first year, none in the second, then loads if the fort survives to a third year.

The game pauses after you close the message for a "vile force of darkness" but does not pause when a werebeast has arrived, it should!
And when a large herd of agitated unicorns shows up you should get "vile force of lightness" alert and a paused game.

You can set infinite amounts but it would be nice if you could set a order to something like "do until out of resources", meaning that the order will just run until it runs out of ingredients and then it'll clear itself from the orders screen, with a completion announcement instead of a job cancellation. This could just be when it's on infinite and you click on minus again.
Or instead of the current infinite? Is that useful at all?

No information in the Word Orders or in Workshops of what ingredients a work order needs, like nothing tells you how many logs are needed for a barrel or how many metal bars are needed for a cabinet.
Suggested triggers for work orders could also default to the number of items required to complete the work order instead of always being 10.

The suggestions need adjusting here and there too, like lye-containing items instead of lye.

Altars don't have a stockpile selection entry.
Neither do the various hair-threads.

When assigning a Take/Give stockpile target, have a list of all stockpiles in the bottom left corner of the screen, with a search bar, allowing you to pick the stockpile target without having to goto the location on the map where the stockpile is, this could also be done for workshops.
And burrows, it would be very useful to take from burrows for efficient minecart systems or temporary stone workers and wood burners built close to the materials. Maybe zones too, like fruit gathering zones.

Under food in the stockpile menu, split seeds between seeds that can grow on the surface and seed that can't, like plump helmet spawn.
And for fruit and plants, some way to filter for brewable, fiber, flour, dye...

Justice :
Some way for the guard to drag someone away from prayer or socialising to do their duty. Brokers, mechanics, masons, doctors...

Allowing floors to be placed underneath furniture like beds, tables, and chairs without having to remove them first.
Or to order this, then the hauler moves the furniture, places the floor, and puts the furniture back.

Dwarfs wearing crowns don't have their crowns shown on their rendered characters like they do with helmets or hoods.
Weapons don't render in the left hand and shields render in the left even when they are held in the right.

A zone for wood cutting, automatically designate any trees that grow in the zone to be cut.
Or specify the trees that are permitted to grow there. A hazel and oak charcoal coppice, an apple orchard, a nethercap plantation...

Allow dwarfs to use Wheelbarrows when moving stuff from stockpiles to workshops for orders.
Or not from stockpiles, just assign wheelbarrows to workshops and give one to the mechanic and stoneworker by default.

Statues of dwarfs could show the full rendition of the dwarf, like how they are normally rendered but with the material tone applied.
They might need some artistic license with the clothes, unless the game is going to remember what a dwarf is wearing for every event and what they wore most of the time in different phases of their life.

Animals born to parents that are in a pen should be automatically assigned to that pen.
They are.

When building a block of walls, dwarfs should prioritize the center walls then the outer as not to leave holes in the block.
They often need to do the corners first, while there is somewhere to stand. Corners first seems more realistic too as they'd be stronger. But I'm not a builder or architect, that's just my assumption.

Paved roads should link up with floor tiles, as right now there's a natural gap between them.
Wells too, and tracks that have replaced floors.
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Whenever dwarves get into melee, their first reaction is to place their baby on their head, to allow free use of both hands, and thus any headshot instead strikes the child.