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Author Topic: Some QOL changes I'd like to see  (Read 665 times)

darkhog

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Some QOL changes I'd like to see
« on: December 04, 2023, 01:10:31 pm »

- Ability to see the engraving on the floor/wall just by hovering over the tile. Currently it only shows that it's a detailed wall or floor. However, the engraving descriptions are usually so short they could have been shown in the hover popup, conversely when clicking on the floor, the popup is so huge that large amount of space is dedicated to the window background.
- Being able to move stuff to/from trade depo regardless if there's caravan around as I often keep forgetting to get the merchandise back after a trade is complete, leaving it to rot the following year.
- Ability to filter out stuff that are outside or inside depo if you just want to move stuff out or move stuff in, on the move to/from trade depo screen.
- Ability to search for items in trade import agreements and trade screen in a similar way you can search for items when making a work order.
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Telgin

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Re: Some QOL changes I'd like to see
« Reply #1 on: December 04, 2023, 02:32:19 pm »

Agreed on all of that.  The trade interface needs a lot of work in general, like better searching.

I'd also like a warning of some kind that something I'm putting up to offer the elves is against their sensibilities.  It's really frustrating to find out that a helmet I took off of a goblin has a bone decoration on it that ticks them off.
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mikekchar

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Re: Some QOL changes I'd like to see
« Reply #2 on: December 04, 2023, 06:39:01 pm »

I once did a fortress with the entire premise that it was a diplomatic fortress to establish a good relationship with the elves.  Absolutely no use of wood for the entire game.  Incredible pain (because no light bins, mostly).  Then I stupidly traded a meal that included goat cheese.  Unlike in real life, DF milk does not involve death of animals *at all*.  You don't have to breed your goats.  You don't get an over supply of goats.  You have have as many billy goats in your pasture as you want and they don't fight, or even use up that many resources.  But still "I see your culture still revels in death" :-(  They never came back and I had to abandon the fortress (and set up a new one to teach them why they fear the dwarfs).
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darkhog

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Re: Some QOL changes I'd like to see
« Reply #3 on: December 15, 2023, 06:03:08 pm »

Another thing I've thought about - Save and quit the game option on the ESC menu. More often than not when I'm saving and quitting, I'm done with the game in general and don't want to load up another fort, why should I waste a click to quit the game after returning to the title screen?
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darkhog

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Re: Some QOL changes I'd like to see
« Reply #4 on: December 25, 2023, 06:14:13 pm »

Another thing: Stone and wood storage. There's no good way to store those effectively, besides a quantum stockpile which I consider an exploit. Either make them fit into bins or add a third storage option specifically for wood and stone. My fort is littered with all the stone I mined to make rooms and stuff and I really would like to have a pristine fort without removing items via DFHack or using exploits such as quantum stockpiles.

Logistics needs an overhaul as a whole anyway, but not sure what would be the best way to approach it yet.

Another small QOL thing would be an ability to mark items for hauling so that the dwarves would prioritize hauling the item in question to the nearest stockpile (if there's a stockpile that can take that specific item and it has free space) over hauling other random crap.
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I am a dwarf and I'm digging a hole. Diggy Diggy hole, diggy diggy hole.

If I say something funny, don't ask if you can sig it. Just do it (though credit me).