[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!