Suggestions collection from Steam forums

I’ve collected and i’ve written some suggestions on steam forum, aswell from other players. Incase the devs don’t see this, i re-post it here aswell.

Link: Write your suggestions for upcoming updates. (List + Answers) :: Stonehearth General Discussions

List:

  1. If you are mining a mountain, then the monsters comes out middle of nowhere, which i seem pretty annoying. We build fences for a reason, so at this time you need to build a fence for the mine now.
  2. The “Action” buttoms are spredt out. They should make one buttom that is “ACTIONS”, for loot, harvest, defend, attack and so on. It’s a bad combination that spredtting it like it is currently.
  3. If your citizens dig “down”, and is 3-4 blocks under. They can’t and wont dig one block up. I had a experience where i screamed last night becouse my 4-5 citizens now starved to death because they could not move their asses.
  4. Guards and patrols. The guards who defend your city is patroling, which isn’t bad. BUT! They only do it at the “top” of the city, and they have a “range” of danger before they take action if we have not picked them to fight with a party.
  5. Duplication and “pull build”. So far the devs have a good idea to let workers pickup items we build, so the workers can place it, BUT! If you have a 300 meter fence… well, you have to click 150 times so they build it. They should let us place one fence, and then be able to drag it for how long we need the fence, AND then the workers build / pick up the rest. We spend too much time at pick- and click - and point.
  6. If we fence our home to protect it, and a gobling is out side in the closest range, the sound of being attacked is being played all the time and stops etc:play-stop-play-stop-play-stop.
  7. More and different food resources like other people has written.
  8. Edit finished buildings / destroying buildings.
  9. The workers need to share the work. Its annoying that you only can do one building at once and one other loot/farm meanwhile.
  10. if there is something to loot under the water, or a different place, the mob should not care. and if some wood is in the water, it should be destroyed.
  11. Worker should not be able to sleep under the water or pickup items while walking back up.
  12. Fix idle workers - Only way to get them back working is to make the mdefend their home and click it again.
  13. Instant open the build menu when you click on a workers workbench, why i have to click the work bench then click toicon to open the menu is beyond me and seems stupid.
  14. When the build menu opens you have no idea how many resources you have. Can you place a list of resources that are used by that workbench and the amount that you have in stock. Otheriwse its open then town info, open the inventory check the amount, go to work bench, open build menu, create item, rince and repeat. This is because i have found of you randomly create a load of things and then you run out of resource it doent tell you it just stops production.
  15. The soldier movement in groups is good, but it needs a patrol system of waypoints not just attack here or guard here. Also those placeable flags need to be visible all the time and be able to be removed just by clicking on them.
  16. Item count when you click on the stock pile.
  17. Certain resources need to be combinable in the stock pile, things like furs and animal jelly can be stackable into a larger amount, some as thread, i get that each item is singlular but a workaround for this would be great.
  18. Main menu button in pause menu. Currently having to exit the game to get back to the main menu.
  19. Stacking of inventory stockpile. They could stand on each other so we could make some kind of a “bank” for this in a building aswell. Making multiply stockpiles is not giving any nice design of a city.
  20. Lower the requirements for food. I have… Alot… And it’s almost filled 3 stockpiles up, and anyways the requirement for a new seddler is to have more food for the daily update. If we cannot stack piles with food or other resources, then we have to build some really big stockpiles.
  21. customization when it comes to wall-flags. Like for the mason, let us add flags that we can customize. I would like to make buildings “small banks”, for stockpiles and define what kind of loot i have.
  22. While ignoring the error messages and keep building will lock your game, because it kinda “stacks” the issues, and you cannot move on with it the current game - Unless your lucky with a restart and verify files
  23. Money to be placed in Treasure Chests.
  24. Bigger map
  25. Don’t let farmers farm the flowers automatically. If people want a nice looking city, the floweres should be staying.
  26. If we are in creative mode, we should be able to click “change-gamemode”, and play adventure with gobligs.
  27. Have the option to mark more objects / stuff at once. Lets say we wanna use the instant build command, but in the long rong need to add details. Then we need to mark more than one object.
  28. Give farmers more stuff to farm than the small current of items.
  29. Let farmers be able to farm / plant threes.
  30. Add a need for water to plant items. Without water, we cannot farm.
  31. If we let a worker mine stuff, but mines all around him. The worker will stand in the middle air on the last block and cannot get down. He should be able to fall down and get damaged instead.
  32. If we build large buildings, on top, on top of floors to make stairs/advanced buildings etc. Then i’ve noticed on finished build that the wall stand inside the windows and doors, even we made them in editing mode.
  33. Like nr. 32, lets say we make a balcony on the same level. Using the wall tool, will make walls everywhere. We should be able to click and add walls, and then choose to remove or render / edit the walls if we want them lower or so. See a picture here: http://i.imgur.com/QiIGIHD.jpg
  34. A timer for people visiting our town. Because i didn’t take the nortifications, it stayed there. If people are visiting, it should say “The seller, has moved on” or something similar. That will also give a challenge in adventure mode with goblings.
  35. Water. We see water, but we don’t use it. I would suggest we could make lakes or similiar.
  36. Advanced buildings with movements. eks. windmill, watermill.
  37. Making citys in the mountains. If we want to build inside a mountain instead of outside, we would like to start build a house inside a mountain. The problem is they wont make the roof etc, so we need to use “ib” in console. But on the other hand, they also have problems mining higher from a lowere level aswell. So if we are on ground level, we need to make stairs for each block too be able to get higher, and then remove them with latters with a lot of save games to be able getting it on a decent level.
  38. Workshop - To share each others designs.
  39. Cannot use “Ib” commands at farms (if we want flowers etc)
  40. I’ve noticed some random stoneblocks spawn on different areas thats not being used.

Here are some responses. Most of these responses are based on information the developers have already shared through this forum, their Dev Blog or their Twitch Streams. You’ll find that in the vast majority of cases, they already have plans or are already doing it!

  1. They are aware of this one. Albert talked about it in a stream. They want to fix it eventually.
  2. Honestly, this sounds more like a debateable opinion. Some will tell you that it makes sense to have submenus. Others will want every button on the screen constantly. Still others don’t care because they just use the hotkeys all the time.
  3. Ladders, use them. Alternatively, use the Mine Block (hotkey n) tool to chip out a staircase for them to climb up with.
  4. They patrol around stockpiles mostly. They plan on adding patrol paths later when they produce a task manager window to give priorities to various tasks. Programmatically, if you do either one, you are halfway done on the other.
  5. Absolutely agree. Hopefully they’ll get some time to create a tool for this eventually.
  6. I think this is more or less due to hearthlings spotting the goblin and then fleeing in terror. Then coming back to do whatever brought them there and repeating ad infinitum. It’s more of an annoyance than a bug. An AI element for them to polish when they get to beta.
  7. These are coming! We should expect to see some with the Cook job which is coming soon.
  8. Not sure when this coming, but it will eventually. The entire building code is made from the ground up to support this. They want to be able to have giant monsters (Titans) stomp through your town leaving a trail of broken stuff behind them, which your hearthlings will then have to repair. It’s a pretty big job though and they need to fix a lot of bugs with the basic building system before they do this imo.
  9. They can do more than that, they are just a bit scatterbrained. This is another thing that the Task Manager will help with, because you’ll be able to assign individual hearthlings to particular tasks.
  10. Debateable! Currently, if you build a staircase or ladder into the water, your hearthlings can go swimming. This is a good idea imo, since humans go swimming all the time.
  11. They are probably going to add some logic for the AI with respect to water. But is it really a hurry? For now, sleeping underwater is just silly, not game breaking.
  12. It’s easy to say “fix idle workers”, but if nobody knows why they sometimes stop working, how can it be fixed? For many players it’s a very intermittent problem. I think they’ll be all over it the moment exact procedures for recreating the bug can be described.
  13. Because sometimes you want to move the workbench, not open it. Even so, this won’t be a problem after the crafter update (currently expected to arrive in alpha 12), because you’ll have a set of menu buttons for ordering crafting rather than using the workbenches. They may even have hotkeys. So it’ll be very easy to get to crafting without hunting for workbenches and such.
  14. I commented on this one on the steam forums too. I liked the idea of having a number over each recipe showing how many of each you can craft. So the moment you open up the window you know you can craft 10 chairs or smelt 5 copper ingots. They could even add a button to let you adjust the number to crafted to that maximum value for the currently selected thing.
  15. This is pretty much the same as point 4.
  16. In the containers update (should be in alpha 11), you’ll be able to see how many items you have in the stockpile and what the maximum number is too. Was that what was meant, or some numbers to show how many of each category of item you have?
  17. Containers update. Coming really soon. Crates need to be built, but each tile they cover will let you put 8 items in them. You can also stack them up.
  18. Yes please. I asked for a back button on the main menu 6 months back at least. They don’t seem to be in a hurry though.
  19. See point 17.
  20. With the Cook job, food will be perishable. Cooks will be able to make meals that take a long time to perish. Food numbers will be rebalanced to account for all this. It’s still going to be based more on gameplay needs than realism though.
  21. This may come eventually, but it will take a lot of work to get right. And with multiplayer it may not even be allowed. You don’t want kids going to someones city and there are penis banners everywhere. I agree in concept though!
  22. Yep. If you see an error message, you should probably not keep pushing forward. It’s a warning a bad thing happened. Help fix bugs by reporting them as exactly as possible.
  23. Money kind of already does get put in little chests. With the container update, they are adding a variety of containers. Treasure chests are expected to be one of them (crates, leather bound chests and a barrel already exist).
  24. I think they are big enough right now, but with much more content, that may cease to be the case.
  25. Flowers are “furniture”. Once they are harvested you can place them on the ground just like a chair. I suppose it would be nice to be able to have designated “flower beds” that look like farms but you can’t plant flowers in them though. I think that’s what this point was talking about.
  26. I suppose this is not hard to enable, but it doesn’t make sense for gameplay. Why would anyone start in adventure mode if they could build a village up just as much as they want before starting the “adventure”. This sounds more like a job for a mod than an idea for the base game.
  27. Not sure exactly what this is talking about. Needs more details.
  28. They have more crops planned. See point 7.
  29. It’s been requested repeatedy. There are mods that implement a method for this in fact.
  30. I think they have planned that watering crops will give higher quality crops or faster crops. Note that your farmland has varying soil qualities too, which currently aren’t used.
  31. This only happens if he steps onto a block that another miner is already digging out from what I’ve seen. Otherwise they don’t dig on the ground they or another hearthling is standing on. They won’t even dig out ground at the base of a ladder.
  32. Sounds like a bug report rather than a suggestion.
  33. The wall tool is still pretty simple. If you want to do something more complex, you’ll have to use the building block tool for each floor. That’s how some of these more complex custom buildings get made.
  34. Caravans and traders can move on if you are too slow already.
  35. Water is in it’s absolute first implementation. They have a lot of plans for making it more interesting.
  36. I have no idea what they have planned in these regards. It sounds really ambitious for a game of this type. Even Minecraft only allows for moving blocks in tightly constrained ways.
  37. They are aware of these things, but it probably won’t be worked for a while yet. See this topic for a neat workaround one of the developers shared when I asked him about it.
  38. I’m guessing Steam Workshop is meant. I can’t speak for them on whether or not they’ll do this or when. They really haven’t talked about it!
  39. If you really want to have everything instantly, go get the developers debug tools mod. Then you can spawn items to your hearts content with the item dropper (you’ll have to learn their ingame aliases though). Maybe someone will create a mod that lets you play in a true minecraft style creative mode one day.
  40. I don’t understand what is meant in this point. Needs a clearer explanation.
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Hello Tuhalu

Thank you for your time answering these questions. I re-posted these on the steam forum incase other people needed the answers aswell, since its not everyone who watch their stream etc.

  • According to nr. 12, some wonders that too many jobs might bug them too idle.
  • According to nr. 32, i guess your right.
  • According to nr. 40, (i’m not 100% sure), but it feels like when you have a big empty area that’s not being used. It feels like over time that the map generates blocks or stone etc, around the field automatically.

For #40, I don’t think that can happen. If you take enough time to dig into stonehearth.smod (which is basically the developers mod for the main game), you can find out about everything that can happen (if you don’t mind spoilers of course). There are also the debug tools I mentioned for #39, which include a campaign browser. With the campaign browser, you can trigger any special event that can possibly happen. There are no special events for random stone to turn up anywhere.

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  1. A option for delete blueprints. I don’t know if i have overlooked it, but i cannot find any option for delete a blueprints.

There isn’t an option to delete blueprints yet, that is correct. Currently you have to delete them manually using windows. They are in Stonehearth/saved_objects/stonehearth/building_templates as .json files.

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I have some more questions from the steam cummunity which sounds like:

Great white fox asks:

  • Dont know if its planned or added in yet. but a few ideas. Spears"Spearman or knight,archers" bows,crossbows etc."
    buildable defenses like a ballista as a example.”

KemyX asks:

  • “*When I move a group of soldiers by placing the flag I have to remove the flag, wait for the button to be activateable again and then place a new flag. In that time my soldiers run back to the city. I would like to be able to constantly replace the flag with a new one. I mean like just place a new flag and automatically remove the old one so there is no time *”
  • " I want to assign beds and buildings for specific citizens, such as letting the blacksmith live in the house with the forge. "
  • “Stackable storage boxes?”

Matheryn asks:
Some things that would do well in this game are

  1. Cooking and Advanced cooking (specialised fields) - this way the plebs can get buffs for eating food that had been done by different specialities.
    Carpentry - needs more specialisation EG woodworking, fletching, shaper IE different branches to specialise in.
  2. Water seems a bit of a hit and miss - i say this in terms of most games where water is added but nothing done with it other than fishing and even then its done on the most basic nature. What i would like to see with water is the use of boats (boat building specialisation for carpenter) for net fishing (nets from weaver) and other things the plebs could do like diving and the need for a swimming skill. Also gathering sea materials for herbology.
  3. Herbology - the treatment of wounds instead of just waiting for them to heal, Treatment of disease or sickness. Fighter buffs, Poisons.
  4. Forestry - The recultervation of trees and bushes
  5. Taxidermy - the art of turning pelts ect into viable items - works hand in hand with the weaver - also trophies of hunts (larger animals or monsters)
  6. Guild System for the plebs that you could have a guild leader randomly offer the warrior plebs to go out and defeat certain named goblins or various other mobs.
  7. A heirachy system where you can have your plebs become king or queen or other various roles.
  8. The ability to name your Plebs, and also a family system and aging.
  9. Houses specific to specified plebs rather than ‘oo theres a bed free im going to go use it’.
  10. Tailor - advanced weaver branch to be able to make better and different clothing for different classes.
  11. Weapon Specialisation - its easy for a warrior pleb to pick up a weapon but to be able to use it is a different matter - there needs to be an experience factor in the knowledge of how to use a weapon - which opens up a new branch - Weapon Trainer.
  12. Furniture designer - an advanced tier of carpenter - for making more trickier and elaborate furniture for households.
    Engeneer - For all things automated needs qualified workers.
  13. Animal Breeders - advanced version of the farmer/herder - able to breed animals faster for better consumption, also able to breed better quality animals. Also works with trappers.
  14. Scribe and Teacher - for the more educated plebs to be able to raise in social standing and also to be able to learn the harder skills\trades.
  15. Sanitation - with plebs becomming more and more, there is going to become an issue of garbage so sanitation workers can go around gathering rubbish left behind by plebs and burn it in a garbage furnace - side effect of no sanitation worker can cause sickness and disease.
  16. Religion - I know not everyone wants religion but it is a major cause of fighting and change throughout many different facets, so maybe have an option of building different religions IE chatholic, norscan, wickan, hindu, saxon, ect and have it cause your plebs to be attacked by other religious factions not just only goblins or undead, this could also play a part in the titans that is yet to come.
  17. Musical Plebs - have different musical instruments crafted by the carpenter for the plebs to learn and play boosting spirit and moral for plebs and granting buffs for various different jobs based on instruments and songs played - also opening the career as musician and advanced career as bard (fighter\musician)

Jaliji asks:

  • “Upgradeable worker without bypassing the weaver?”
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There are plans for quite a number of different combat jobs. Footman is just the very first one, to test that combat actually works. There will be advanced melee jobs, various kinds of archer and various kinds of magic user (including the Kickstarter stretch goal, the Geomancer). I can’t be much more specific there because not too many details have been revealed by the developers yet.

There will at least be some monster traps and probably some siege weapons. One planned class is the Engineer, who will do all sorts of neat mechanical things.

  • One of the devs is in the middle of upgrading the party tools (wednesday night streams!). I suspect fixing the banner issue is on the list of things to do.
  • Task Manager.
  • Already implemented. By default, you can stack many types of placeable items in the world. For instance, try placing a bed on top of another bed.

Hearthlings. Or Workers if you are talking about the job.

Seriously tho…

  1. Not sure if they’ll go this far. At least one player is working on a Cooking Mod already though.
  2. This is the most basic water implementation possible atm. They want to get water flowing correctly. They do want to make proper rivers and lakes at the very least.
  3. The original kickstarter campaign talked about Alchemists, Brewers and Physicians being providers of heals and/or buffs.
  4. Asked for repeatedly. Someone made a mod for it, but not sure if it’s still working or not.
  5. I’m not sure if Taxidermy qualifies as “cute”. You could always make a mod for it! Currently, there are a few uses for the weavers stuff, but it’s mostly decorations. With crates and backpacks coming soon, we can expect to see some backpack recipes for the weaver, boosting their utility a bit.
  6. Someone was trying to make a mod like this, except with a King instead of a guild.
  7. See point 6.
  8. You can already name your hearthlings. Just click on their name in the character info screen. There are no plans for hearthlings to have families in the first full release of the game.
  9. Task Manager, when it arrives.
  10. There is still plenty of room for higher level Weaver recipes rather than making an entire new class. You’ll notice very few level 4,5 and 6 recipes.
  11. This is probably fodder for a mod. As it is, there will be equipment only certain jobs can use anyway.
  12. See point 10. Applies to the Carpenter as well.
  13. Animal Tamer was one of the Kickstarter Stretch Goals. It will happen. There were also plans for higher level trappers (hunters) and shepherds (ranchers), but those may not come out exactly like that in the end.
  14. To me, this sounds like extra work for the sake of extra work and a waste of a hearthling. The devs want each job they add to be useful to the player, not just a way to gate progression.
  15. Sanitation is not cute! I doubt such a thing will be added on that basis alone.
  16. Don’t know if they have much planned for the player races in this regard.
  17. No idea.

Is this asking if there will an advanced job from the weaver? I don’t know the answer to that.

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Well, maybe i was mistaking by the title, but he’s question was more alike:
“Also, what about the workers, will there ever be an advancement job of Worker itself, or will they always jsut be workers and only upgradable through items made by the weaver?”

I don’t know if that’s better than my short title.

Once again, the community thanks.

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Here is some more questions from the forum:

  1. A way to prioritize tasks would be nice. So you don’t have to stop all other progress to get a majority of Citizens working on a building or something.

  2. A way to gage the progress or missing resources or items needed for a building in progress. So we cantell if it’s something we’re missing that’s causing the Citizens to stop working on a building

  3. add screen edge camera scrolling

  4. pressing the delete key with object placement ghost selected cancels the placement order and deletes the ghost

  5. add a ui button that allows fully constructed buildings(pre-fab and custom) to be demolished by workers to make room for new buildings

  6. Children - an alternative way of obtaining a settler

  7. Goblin Race - play as a goblin trying to survive in a harsh world full of humans hunting them down

  8. priority option for tasks like building, mining, looting etc. so i can tell workers to do some specific task w/o deleting or turning of other tasks,

  9. ability to assign some worker on speciific area so he will do everything there before doing everything else.

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