Have you considered having a square painter (in addition to the round which I know some players love) for path painting? I find it is impossible to paint nice tidy paths between buildings. (Sorry, I am a bit finicky about neatness. I know from forum comments in other similar games that others feel the same).
Also, it would be nice if we had some control over the size of the brush (both paths and zoning). Nothing elaborate, just small medium and large would be a great help.
In similar vein, will we eventually have the ability to flatten or smooth small areas of land prior to building or placing objects? It is a little disconcerting to have a stockpile (for example) balanced on two legs.
One other thing which I have noticed is that when flooring is placed on the foundations it is just a little high and frequently it is necessary to do a little jump unless you run at the step. A foundation stairway would solve this and it would look good too.
Yeah, so grid-based painting is a pretty good idea. When I was implementing roads I was even wondering if we should go square-only. But should be quite possible to keep the smooth painting tech and just grid-restrict the brush.
You can change the size! I think it’s P. Check the hotkey panel on the bottom left.
Raising/lowering terrain is technically supported by the engine, but needs a bunch of additional work to make work properly - probably will focus on other things first.
“F” - I am now feeling very foolish. I simply had not noticed the option. My apologies. That really helps.
I did not expect ground smoothing any time soon. Nice to know that you will consider it in the future.
Good to know you are considering a square paint tool option. No hurry.
( Edit out:- You did not say if a foundation high step is a possibility in the future. In the meantime, I will continue not placing flooring on my exterior entrance steps.)
Regarding the step, my mistake - I don’t know why I never tried this before, sorry. I just found that the steps we have will locate to the foundations. A stone version for use outside would be nice but not really necessary.
It has also occurred to me, as I am building my 4th little bachelor cottage; would a blueprint system (ie: Parkitect) be either possible or consistent with the game? I was planning a village of mostly these little studio cottages, now, I am having second thoughts. I think I might compromise with a dormitory or two.
I love the tree planting tool - Wonderful! As trees are so fundamental I, personally, would have liked to see tree planting a bit earlier in the research tree. For me, trees are far more important than cotton or, even, barley. I haven’t tried it yet, but, I am hoping to re-wild my village with trees when it is a bit more established.
I see, yeah I assumed you meant a stone version of the steps. Those might come too, just not a high prio, it’s somewhere on the list.
With blueprints, you mean copy-paste?
Yes it’s one of the major reasons why it’s grid-based in the first place. Also here it’s the question when is the right time to add it. For now, you can have multiple people live in one house, that already reduces the amount of building work a lot.
BTW: I have just had a problem with zoning. This may be intentional, but, I had my Home zones, adjacent to my Forester zone absorbed by the Forester zone after I extended that zone. This was not because I accidently painted over the home zones, the extension was well away from the homes and there was empty space between the Forestry and the Homes, they were not touching. The three individual house zones were touching and the forest zone surrounded them on three sides but with a three space unassigned margin.
You are more than likely correct about the accidently completed circle. Not sure how it could have happened and I had already deleted my autosaves so cannot check. I have tried to reproduce it, but can’t. This is definitely useful to make large areas, but, limiting if you want to have your foresters living and working in the same place.