jorb wrote:Onep wrote:I just want me quality of life changes so I don't consider suicide via tedium.
Anything in particular?
Reduce right-clicking by making a 'butcher' action that gives a cursor that operates first applicable of Slaughter, Wring Neck, Skin, Pluck, Clean, Butcher, (and what I might have forgotten to list) on an animal/corpse/chicken/bat/rabbit/cocoon/watever instead of the endless right-clicking and selecting from menu (and cursing when there is a little lag and you end up with another action from your belt instead of having selected the flower menu). With shift qualifier operate on all chickens/cocoons (of same kind = differentiate between hens, cocks, chicks, cocoons, crysalis) in open inventories (with a small hourglass on each), or all corpses (of same kind) on ground. This would be a
huge clicksaver.
When placing or adding to stockpiles give us an option to keep one leftover item on the cursor when not all can be transfered because of stockpile being full so we can place/add to the next.
Let us move with an item on the cursor, either like some custom clients are doing by hiding that item so we can click to walk instead of dropping it or -prefered- by explicitly having to drop an item on cursor through ctrl+LMB (which would bring dropping from cursor in line with dropping from inventories).
No difference in flower menues on animals depending on if their info window is open or not, at least same options hidden for all of them instead of it being differnet for every species.
Let us swap gear by dropping the new item onto an occupied slot.
Shoo action that acts as an area effect of some tiles.
Remove stones from smelters with a wheelbarrow.
Auto-Drink while mass-harvesting.
Ability to remove dried skins from racks and add raw hides to them with shift+RMB, similar for tanning tubs. Or let us operate wheelbarrows on them.
And in case I listed something that already exists: a sane manual fully describing the interface. Writing that you might notice that there are quite some inconsistencies in the interactions (like dropping from cursor vs. dropping from inventory).