I keep this as a log of things that i stumble upon which could be different to make DF so much cooler without changing it. In other words, "polish". I'm sure everything i list here has been mentioned before. Some might already be implemented. I apologize in that case for making a redundant topic.
polish:
- Some way of saveability for starting builds. maybe only core items that are always available (logs / anvils / axes / ...)
- adjustable tile resolution. (vertical most importantly).
- 32-bit (RGBA) support for tiles
- "zoomable" minimap, maybe 4 levels (to make it more usefull)
- list items in stockpile
- list items in bin / barrel
- manage items in stockpile arbitarily or categorically (as with piles) into bins / barrels
- nameable stockpiles
- nameable bins / barrels
- colorcodeable barrels / bins (like notes)
- designation areas working across z-levels (to build staircases many levels deep with one designation)
- designate an area to mark all loose items within for dumping
- status reports distinguishing (filtering?) used from unused/owned/worn items (counts / lists), or items in piles from items somewhere else...
- dwarf general info sorted by skill level in descending order
- a button to jump to the "next" dwarf in "v" (view units) mode
- "d" designation option to "grind stones into dust" aka. "make stones disappear on location" saving the labor to haul them to a garbage dump or having 100s of dumps all over the place.
- keep dwarves from walling themselves in ... maybe some sort of pathfinding check "if i build that wall right here, will i still be able to get away (e.g. to the meeting hall?)
engravings:
- onion-skinning - option to see a dim overlay of the level(s) below/above for easier obsessive compulsive construction of rooms / stairs / tunnels
- extended tileset to optionaly clean up multiple uses of the same tile
- further extended tileset to differentiate item state / quality / material / depth
- even furter extended tileset support to differentiate contextual location for terrain (as it is now for example with constructed walls)
- ultra evil bankrobber goblins / kobolds that can dig tunnels into my duke's bedroom to invade or steal his legendary cabinet. (to make invincible forts much more difficult.