Feedback/Suggestions Deep Dive
Author: Jasson,
published 6 months ago,
[h2]Introduction[/h2]
After over a dozen hours, I'm happy to say that I have read through every single feedback and suggestion post. First of all, I want to say [b]thank you to every single person who took the time to make a post and contribute to those discussions[/b]. Instead of replying to each post individually I decided to write up this synopsis to give everyone an understanding of the general feedback and what we got planned.
[h2]Overview[/h2]
Feedback overall is quite positive but there is lots of room for improvement! My feedback document has over 150 points through it covering just about every aspect of the game; however, some points were brought up much more often than others. I will be focusing on these but know that I have taken in every point of feedback made thus far.
[h2]Planned Changes[/h2]
[h3]User Interface (UI)[/h3]
Factory automation games are always heavy on the UI and getting any UI just right is a huge challenge. This will undoubtedly be an ongoing task as we work through Early Access. Here are some more impactful changes we're looking at making:
[list]
[*] Left mouse button on a toolbar slot with an item in it will change your grabbed item to that toolbar item
[*] Numbers! Input and output numbers will be added everywhere such as input item rate for assemblers, forge fuel burn rate, and so on.
[*] Tooltips for all the things - we know some things are not obvious at a glance such as "Collection Range" and tooltips will be added for them
[*] The research tech tree will be receiving major changes in the future
[/list]
[h3]Inventory[/h3]
Inventory and item storage in general have some significant changes coming in the next few major patches.
[list]
[*] Larger default inventory size
[*] A few very important items will be treated more as a currency
[*] The ability to turn off auto-stacking
[*] New Mainframe upgrades that will grant an inventory trash and the ability to stack to/collect from nearby chests
[*] Item stack sizes rebalanced - some will increase and others will decrease
[*] More item container options
[/list]
[h3]Interactions[/h3]
There are countless quality of life changes to make to improve moment to moment interactions. Here are some examples:
[list]
[*] Foliage will automatically be destroyed when placing another block or transport tube/pipe on it
[*] Targeted structures will flash white to help show what and when you target something
[*] Dropped items (not by the player) will be picked up a little faster
[/list]
[h3]Map and Zooming[/h3]
Huge changes are coming to how the map and zooming works. Here is a list of some of the changes we'll be making:
[list]
[*] There will be more levels of zooming including something between the two most zoomed levels
[*] Zooming out will no longer switch to map mode
[*] Max zoom level will be reduced slightly
[*] Map markers are being added for the player, resource deposits, and many other things
[/list]
[h3]Inputs[/h3]
As with everything else, here are a few noteworthy changes we're planning to make to the controls.
[list]
[*] All existing inputs will be made bindable
[*] Escape while in map mode will exit map mode
[*] Secondary input options
[*] Jump time will be increased slightly to allow jumping up onto 8 blocks
[/list]
[h2]Closing Thoughts[/h2]
This is not an exhaustive list as these are just some of the changes we have planned. Keep in mind that we're in Early Access and are a very small team so it may take some time to make some of these changes - but they are coming! We are excited to make these changes and to keep improving AutoForge with the community. Thank you again everyone for all of the feedback and suggestions!