A few things I would like to see added/changed:
-An option to turn on seasonal changes for deciduous trees in maps with biomes where it makes sense (eg a Maple tree changing colors and going bare as the seasons change on a temperate map). This not being a default option makes sense, but it would be nice to be able to go into the settings and select it.
-Better recognition of what plants are inside or outside of a habitat. Sometimes, I have two habitats next to each other, and I get a terrain/plants debuff in one habitat for a piece of foliage that is actually in a neighboring habitat, or that is decorating the area between the habitat barrier and the guest path.
-Giving the Japanese Macaques the ability to swim or at least sit in shallow bodies of water; they do so in nature. I built a JM habitat with a "hot spring" for them, and was sad to see that it was marked as not traversable.
-Enable/disable climbability on items that are climbable by default. Or factor the height of the climbable item into barrier height. My grizzlies escaped today because I used wooden trim at the base of my habitat fence. Even raising the height of the fence by 0.5m didn't prevent escape, even when it would have IRL.
-Pathing. I would love to have more versilitly and options when creating paths/plazas using the Align to Grid feature. Sometimes, when I make plazas and then put in a shop or a toilet, the plaza/path gets wonky. I'd like it to just stay square. I'd also like it if I could "align to grid" in increments. If I have an 8m path, but want to build a plaza off of that using 4m squares, I'd like to have the option to do that, so there isn't a bottleneck at the "entrance" of the plaza.
-Pathing, again. There is already a feature that lets you align paths to existing construction. I would like the option to align new construction to existing (gridded) path. If I use "align to grid" to build a 5x6 4m path plaza, I'd like the option to then construct a building on that same grid.
-Building pieces. I'd love to see ivy with sloped tops that match the 1m/2m/4m roof slants. It's so common to cover buildings in this that I'm surprised it isn't already a thing. I can't rotate the current pieces to match my roof slant, because then the ivy tendrils don't hang straight down.
-The fact that non-grid props don't have some sort of setting that snaps them to the 1m/2m/4m/6m slope angle is kind of weird given the versatility of those placement functions otherwise.
Lastly and very importantly. Why do staff buildings have such a wide radius of negative effect, even when I spend TONS OF TIME (and outside of sandbox mode) money, creating beautiful, amazing buildings? I'd like to see piece count and other environmental factors (plants, decor, lights, etc) have more of an impact on counteracting those negative effects?
Given how completely necessary utility buildings (water/power) are, it would be nice to see their negative effects completely removed if they're encased in a building or hidden behind trees. If staff buildings or utilities look really dressed-up (or are out of line of sight entirely), why are there still negative impacts?
A note for any Frontier folks who might actually read this: I love this game, and appreciate all the work you put into it. The amount of time I have spent playing and building in this game is obscene. I know I don't fully understand all the coding and back-end stuff that goes into this, so my suggestions are coming from a user standpoint and not a programming one. I appreciate everything you do!
-An option to turn on seasonal changes for deciduous trees in maps with biomes where it makes sense (eg a Maple tree changing colors and going bare as the seasons change on a temperate map). This not being a default option makes sense, but it would be nice to be able to go into the settings and select it.
-Better recognition of what plants are inside or outside of a habitat. Sometimes, I have two habitats next to each other, and I get a terrain/plants debuff in one habitat for a piece of foliage that is actually in a neighboring habitat, or that is decorating the area between the habitat barrier and the guest path.
-Giving the Japanese Macaques the ability to swim or at least sit in shallow bodies of water; they do so in nature. I built a JM habitat with a "hot spring" for them, and was sad to see that it was marked as not traversable.
-Enable/disable climbability on items that are climbable by default. Or factor the height of the climbable item into barrier height. My grizzlies escaped today because I used wooden trim at the base of my habitat fence. Even raising the height of the fence by 0.5m didn't prevent escape, even when it would have IRL.
-Pathing. I would love to have more versilitly and options when creating paths/plazas using the Align to Grid feature. Sometimes, when I make plazas and then put in a shop or a toilet, the plaza/path gets wonky. I'd like it to just stay square. I'd also like it if I could "align to grid" in increments. If I have an 8m path, but want to build a plaza off of that using 4m squares, I'd like to have the option to do that, so there isn't a bottleneck at the "entrance" of the plaza.
-Pathing, again. There is already a feature that lets you align paths to existing construction. I would like the option to align new construction to existing (gridded) path. If I use "align to grid" to build a 5x6 4m path plaza, I'd like the option to then construct a building on that same grid.
-Building pieces. I'd love to see ivy with sloped tops that match the 1m/2m/4m roof slants. It's so common to cover buildings in this that I'm surprised it isn't already a thing. I can't rotate the current pieces to match my roof slant, because then the ivy tendrils don't hang straight down.
-The fact that non-grid props don't have some sort of setting that snaps them to the 1m/2m/4m/6m slope angle is kind of weird given the versatility of those placement functions otherwise.
Lastly and very importantly. Why do staff buildings have such a wide radius of negative effect, even when I spend TONS OF TIME (and outside of sandbox mode) money, creating beautiful, amazing buildings? I'd like to see piece count and other environmental factors (plants, decor, lights, etc) have more of an impact on counteracting those negative effects?
Given how completely necessary utility buildings (water/power) are, it would be nice to see their negative effects completely removed if they're encased in a building or hidden behind trees. If staff buildings or utilities look really dressed-up (or are out of line of sight entirely), why are there still negative impacts?
A note for any Frontier folks who might actually read this: I love this game, and appreciate all the work you put into it. The amount of time I have spent playing and building in this game is obscene. I know I don't fully understand all the coding and back-end stuff that goes into this, so my suggestions are coming from a user standpoint and not a programming one. I appreciate everything you do!