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« on: January 22, 2011, 03:06:21 pm »
> Full global mouse UI control (create a global ui control set with mouse wheel scroll)
Learn to type and you'll wonder why people even consider using the mouse.
> Improved hauling (at the very basic be able to carry a stack of say 12 arrows/handful of 25 seeds, forget about wheelbarrows and stuff until DF is more feature complete)
Wheelbarrows and such might be the easier way to implement that, but I agree that it's badly needed.
> Resizable stockpiles and copy stockpile settings feature
I see little reason to resize them (just make another of the same type), but copying stockpiles would be great. Either have some way to set, say, 10 custom stockpiles via some config file (so that we could save them between forts), or a way to "copy this stockpiles settings to my custom stockpile setting" or both.
> Farm irrigation (watering with buckets once every season to be precise, nothing else, currently creating a farmable field is ridiculous)
Find a pond, build a floodgate, a lever and some doors. If you can divide by 7, you can make a farm. But yeah, you should be able to more directly irrigate with buckets. And just for the record, you *can* make holes in the floor one z-level up and turn them into pond zones. It's slow as heck, but I've done it and it works. Rather than hoping for the water to spread perfectly, I suggest digging out and patching over the holes as you go.
> Standing production orders (convert manager screen to this with a "production request" and "fortress automation" screens)
Definitely. Could be very simple: take a task, then look at the inputs and outputs for it. So for brewing:
Barrels > 10
Brewable plants > 0
Booze < 1000
Brew drink
That would let you keep at least 10 free barrels and only brew until you have 1000 units of booze, with all the numbers being user-configurable.
> Better GUI based labor control, "Integrated Dwarf Therapist", (replace current labor screen, integrate job priorities?)
Yeah, something like the z-health screen for labors would be nice (though it still wouldn't quite replace DT). Job priorities could definitely use a bit of work so that "trade at depot" and "diagnose patient" and the like didn't get neglected so much.
> Make Clothing in Sets (eg. left and right glove produced simultaneously)
I thought it already did that? They don't *wear* them with respect to sets, but...
Anyhow, I wouldn't underestimate the time required. Even though I think some of the changes "ought" to be easy, there's a lot behind the scenes that we might not know about.