was 12-- now 20+ needed Fixes with suggestions

Started by oldman543, January 15, 2018, 11:46:59 AM

Previous topic - Next topic

oldman543

In no particular order.  specifically things that will seriously frustrate people that should be looked at or balanced.  #1, #4, #7, and #11 #12.  the rest are important but probably not as glaringly important.  (note: i've slowly added to this to the point where there about 20 now)

#1 needed thing.  consolidate stockpile order.  Seriously.  i have 7 spaces that should be stacked into 1.  i can't tell anyone to fix it.  only current way is to delete the zone square that one is in, have a colonist haul the item to the zone again (hopefully stacking this time) and then put back the zone piece you deleted to get a colonist to move stuff.  and then repeat 10 times. 

#2: field growing priority.  screw the cloth, i'm hungry.  plant foodz.  even if its just having a top priority that you have to change is better than nothing right now.

#3 "allow harvesting" option in growing.  ex for growing hay for animals to eat but not wanting to actually harvest.  or i'm waiting for this field to fully grow before you harvest it willi-nilli.

#4 should automatically prioritize cooking/using food/materials that expire first.  i have meat expiring today but my colonist likes to make simple meals out of corn expiring next year. 

#5 station priority; ex my cook brews over cooking food/butchering.  wtf? - i'm an idiot

#6 ability to build a Faraday cage for electronics/rooms to be solar flare proof
or just the fact that being under the middle of a mountain negating the solar flare because 1 mile of rock.

#7 how do i advance in technology/age? wasn't included current in tutorial.  are you just stuck at low level?  if you are it should be explained or at least the name should be changed to starting technology level instead of current technology level.  maybe this is still being implemented but i thought i would mention it.

#8 building corners doesn't always work.  they will often build the corner piece out of a path instead of building it first.  usually caused by a blockage like a stone in the spot that just needs to be moved but isn't until the last second but then can't be accessed.  i think this is the only use case that i found.  what i think should happen is that the priority should change.  first move anything movable off the blueprint.  then lay down materials, then build.  should fix this.  i noticed that this actually happens usually but it doesn't always work.  maybe another check should be done before building the current piece to see if the connected blueprint has an obstruction or a priority order requirement before continuing to build. 

#9 maybe instead of only defaulting to cleaning the home area, allow for specifying a clean area so that you can say don't clean the dirt on the edge of the home area because thats stupid and not worth the time to walk over there and clean and then walk back. 

#10 a way to back fill dirt without having to build a brick wall there.  that kind of defeates the purpose of covering up stuff.  my mind is thinking here mostly just hide my cave walls from outside eyes because with dirt you can't tell but if you see a fkin brick wall, ya.  that isn't natural.  lets go shoot it.
or even for a simpler reason.  i found a vein of steal.  mined that shiz out.  now there is a wierd hole in my mountain base.  fill it with bricks? fk that.  just collapse the ceiling or somehting. 

#11 event log.  i cannot tell you the number of times an event happened and i forgot the exact details and wanted to go look at it again for it to be forever lost to rimHell.  sometimes you can find them on the world map but usually you're screwed. 

#12 need a way to select multiple plants to harvest/cut.  i get you should check each in the wild to see if they are fully grown.  but for fields at least.  why? specifically because you made the hazard know as cold snap and i have to click on every frkin single one of my 1000 plants to harvest early.  fix this plz. - i'm an idiot sometimes a lot (see below posts)......... but the rest is still true

want to know whats even better? its night time.  so all my people want to sleep.  so i have to force them all to harvest through the night to save as much as they can.  how? the only way is to individually task each on a que'd list of the specific plants they need to harvest.  and then make sure they actually do it and not just ignore the order which they sometimes do.  ya they might pass out but they can eat in the morning which is better than starving.  this cold snap basically took 40 minutes of work.  for about 2 in game hours that i normal buzz past on fast in about 1 minute.  yea.  fix this shiz plz.  ty
don't get me wrong.  some of the micro like the blight is ok.  because it is like 10 plants and you have to watch it and fix it.  it evolves and stuff.  the cold snap is just boring tedious and ultimately could be done with a few clicks instead of 10k.  if you need an example, email me.  i have a save map with this exact scenario and its awful.  ------ so yea.  its still annoying with the workers not always doing what they are told but the harvest part is better not that i'm less of an idiot.  what would help is a solid line outline of the area you are selecting on the harvesting and other tools so you know it is working instead of only highlighting the things to be harvested/cut/deleted/etc.

#13 can it be possible to build roads yourself for caravans to cross so you can shorten the time it takes to get to a closer city instead of relying on already existing ones?

#14 caravan hunting stops.  a while ago i quit a game because my caravan ran out of food half way home because its destination changed and deleted right before i got there.  why can't they stop and kill some deer in their current square to restock?  this is especially important during early age where your food all runs out in only a few days and you can't get most places with a caravan. 

Yea, 13-14 i just added.  i know its not 12 now but the last 2 aren't really needed just possibilities.  to yall modders out there, this would be a mod possibility as it adds to the game core functions, and not fixes existing ones.  see the difference between modding and fixing?

-15 and 16 posted later.  TDRL: item delete option and ability to edit a gathering caravan
-17 posted even later.  summary: caravan issue, animal suggestion, hauling issue, more

I realize that this might fit under the quick ideas post but i haven't seen a mod/dev post there in over a month so i figure instead of posting on the 350'th + page this is probably better. also these are also not just suggestion for new features but fixes so ya.

thanks all. 
comment/up vote/blast at the devs for fix/join the bandwagon (seriously.  its a wagon with a band.  who doesn't like music?)
PS: to the devs. also i noticed i can't find a list of thing you are currently working on.  that would help people not re-posting about things that are already in dev.  also i didn't mention before but kudos to yall for adding the queuing of commands.  it would have been 10X worse during the snap freeze if this wasn't possible.  it also makes some of the other parts of the game easier and allows it to be more enjoyable. 

niklas7737

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#12 need a way to select multiple plants to harvest/cut.  i get you should check each in the wild to see if they are fully grown.  but for fields at least.  why? specifically because you made the hazard know as cold snap and i have to click on every frkin single one of my 1000 plants to harvest early.  fix this plz.

want to know whats even better? its night time.  so all my people want to sleep.  so i have to force them all to harvest through the night to save as much as they can.  how? the only way is to individually task each on a que'd list of the specific plants they need to harvest.  and then make sure they actually do it and not just ignore the order which they sometimes do.  ya they might pass out but they can eat in the morning which is better than starving.  this cold snap basically took 40 minutes of work.  for about 2 in game hours that i normal buzz past on fast in about 1 minute.  yea.  fix this shiz plz.  ty

For point 12 there's literally an order you can drag over the desired area in the orders tab. Or is that not what you want?
For the following probkem I'd suggest setting everyone's Harvesting-Priority to 1 in the work tab and restricting them to Work only.

lancar

The harvest-before-plants-die-to-cold-snap-in-the-middle-of-the-night problem is indeed an in game event that is quite annoying to handle properly.
I'd like there to be a way to save and load restrict schedules just like clothing presets (preferably all of them at once). That way you can switch to a schedule where you've set everyone to work all the time for emergencies like this, and then you can just load the old one afterwards to restore normality.

sure, there's workarounds with the copy-paste system, but it's still quite the hassle.

Bolgfred

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
In no particular order.  specifically things that will seriously frustrate people that should be looked at or balanced.  #1, #4, #7, and #11 #12.  the rest are important but probably not as glaringly important. 
[...]
I realize that this might fit under the quick ideas post but i haven't seen a mod/dev post there in over a month so i figure instead of posting on the 350'th + page this is probably better. also these are also not just suggestion for new features but fixes so ya.

I strongly suggest to put more diligence to your posting in general. I just read it and I do not know what you actually want.

Most points you are naming can be solved by better colony design. To name them: 1, 2, 3, 4, 5, 6, 8, 9
And if I add the question "is there a mod for this problem" I think i got one for almost every point you have been taking.

Furthermore it's just badly possible to argue on this big textblock (which doesnt' even belong to the 'quick ideas' as they are complaints, not ideas), as they don't belong together. You won't even find this thread anywhere in the search as the naming doesn't help.

If you really want any point to be solved, split all topics into single threads, use the search if you find similar threads and link them.
Then make a point about your problem and give it a possible solution you might think of make it better.
You will be positively surpriesed about the result, I promise.
"The earth has only been lent to us,
but no one has said anything about returning."
-J.R. Van Devil

Third_Of_Five

Quote from: oldman543 on January 15, 2018, 11:46:59 AM

#6 ability to build a Faraday cage for electronics/rooms to be solar flare proof
or just the fact that being under the middle of a mountain negating the solar flare because 1 mile of rock.


+1 for this

Harry_Dicks

#5
Fortunately there is a mod for almost everything you want.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#1 needed thing.  consolidate stockpile order.  Seriously.  i have 7 spaces that should be stacked into 1.  i can't tell anyone to fix it.  only current way is to delete the zone square that one is in, have a colonist haul the item to the zone again (hopefully stacking this time) and then put back the zone piece you deleted to get a colonist to move stuff.  and then repeat 10 times. 

Use Stack Merger

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#2: field growing priority.  screw the cloth, i'm hungry.  plant foodz.  even if its just having a top priority that you have to change is better than nothing right now.

I agree and wish you could set priority levels for zones just like you could stockpiles. So that say your healroot is always sowed/harvested before rice, or whatever.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#3 "allow harvesting" option in growing.  ex for growing hay for animals to eat but not wanting to actually harvest.  or i'm waiting for this field to fully grow before you harvest it willi-nilli.

You should harvest the hay instead of letting animals eat it from the ground, I think you might be wasting a lot of nutrition without harvesting it, not sure though. Your latter comment, pawns won't harvest a plant until it is fully grown already unless you tell them to otherwise.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#4 should automatically prioritize cooking/using food/materials that expire first.  i have meat expiring today but my colonist likes to make simple meals out of corn expiring next year. 

I agree that we should be allowed to have an option to turn on that cooks will use ingredients that will expire sooner, first.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#5 station priority; ex my cook brews over cooking food/butchering.  wtf?

Get WorkTab.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#6 ability to build a Faraday cage for electronics/rooms to be solar flare proof
or just the fact that being under the middle of a mountain negating the solar flare because 1 mile of rock.

Get Solar Flare Shield.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#7 how do i advance in technology/age? wasn't included current in tutorial.  are you just stuck at low level?  if you are it should be explained or at least the name should be changed to starting technology level instead of current technology level.  maybe this is still being implemented but i thought i would mention it.

Get Tech Advancing or Change Research Speed (you can set up tech advancing in this mod as well, it is honestly everything Tech Advancing is plus some extra options)

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#8 building corners doesn't always work.  they will often build the corner piece out of a path instead of building it first.  usually caused by a blockage like a stone in the spot that just needs to be moved but isn't until the last second but then can't be accessed.  i think this is the only use case that i found.  what i think should happen is that the priority should change.  first move anything movable off the blueprint.  then lay down materials, then build.  should fix this.  i noticed that this actually happens usually but it doesn't always work.  maybe another check should be done before building the current piece to see if the connected blueprint has an obstruction or a priority order requirement before continuing to build.

If I am understanding your issue correctly, with say building corners within a cave or something. Just don't build the square next to the corner until after everything else is done, so that pawns never get themselves into a situation where you must delete a wall cell to finish a different one. You would do the same thing if they have the potential of walling themselves in.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#9 maybe instead of only defaulting to cleaning the home area, allow for specifying a clean area so that you can say don't clean the dirt on the edge of the home area because thats stupid and not worth the time to walk over there and clean and then walk back. 

Turn off the option that allows your home area to auto expand. I agree that they shouldn't clean the edge areas, but if you turn it off you won't have this issue, plus why do you have these areas remain as your home zone anyway? If there is ever a fire near the edge of my base, I simply pause the game and just make the home zone there temporarily, then remove it when the fire is extinguished. I think there is a mod called Cleaning Area, which might be perfect for you.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#10 a way to back fill dirt without having to build a brick wall there.  that kind of defeates the purpose of covering up stuff.  my mind is thinking here mostly just hide my cave walls from outside eyes because with dirt you can't tell but if you see a fkin brick wall, ya.  that isn't natural.  lets go shoot it.
or even for a simpler reason.  i found a vein of steal.  mined that shiz out.  now there is a wierd hole in my mountain base.  fill it with bricks? fk that.  just collapse the ceiling or somehting. 

Natural Walls mod has a "filler" option exactly like you are looking for.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#11 event log.  i cannot tell you the number of times an event happened and i forgot the exact details and wanted to go look at it again for it to be forever lost to rimHell.  sometimes you can find them on the world map but usually your screwed. 

Notifications Archiver.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#12 need a way to select multiple plants to harvest/cut.  i get you should check each in the wild to see if they are fully grown.  but for fields at least.  why? specifically because you made the hazard know as cold snap and i have to click on every frkin single one of my 1000 plants to harvest early.  fix this plz.

want to know whats even better? its night time.  so all my people want to sleep.  so i have to force them all to harvest through the night to save as much as they can.  how? the only way is to individually task each on a que'd list of the specific plants they need to harvest.  and then make sure they actually do it and not just ignore the order which they sometimes do.  ya they might pass out but they can eat in the morning which is better than starving.  this cold snap basically took 40 minutes of work.  for about 2 in game hours that i normal buzz past on fast in about 1 minute.  yea.  fix this shiz plz.  ty
don't get me wrong.  some of the micro like the blight is ok.  because it is like 10 plants and you have to watch it and fix it.  it evolves and stuff.  the cold snap is just boring tedious and ultimately could be done with a few clicks instead of 10k.  if you need an example, email me.  i have a save map with this exact scenario and its awful. 

What? Use the harvest tool?

Not to burst your bubble on your suggestions or anything, but I feel like you did not research 90% of this stuff to see if there is already a solution to your problem. You have to remember, there is a reason some things are still mods and not in vanilla. A lot of times, if Tynan were to incorporate a mod into the vanilla game, it could trivialize something else, or have redundancy, or make something more difficult than it needs to be for a generalized audience.

Injured Muffalo

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#1 needed thing.  consolidate stockpile order.  Seriously.  i have 7 spaces that should be stacked into 1.  i can't tell anyone to fix it.  only current way is to delete the zone square that one is in, have a colonist haul the item to the zone again (hopefully stacking this time) and then put back the zone piece you deleted to get a colonist to move stuff.  and then repeat 10 times. 


Agreed.
A muffalo encountered a vimp near a patch of sweet vegetables. A struggle ensued. The muffalo gored the vimp with its horns. The vimp bit the muffalo with its beak. Finally, the vimp was bested, sending large chunks of its flesh in every direction. But the muffalo was injured. It shed a single tear.

oldman543

#7
Basically yes i didn't look for mods.  Why you  ask? BECAUSE YOU SHOULDN'T"T HAVE TO FOR BASIC THINGS LIKE THIS!!!!!!!!!!!!  Mods that add core functionality or new stuff to a game are nice and should remain mods.  mods that fix problems with a game should just be included in the game itself. a majority of players don't mod the game, and almost all players don't mod the game before they play it for a few run troughs at least. 

the reason for this post is about the core game, not the mods.  if the core game needs mods to "fix it" then is basically still an alpha that people modded to be playable.  more importantly this is an in-development game and therefore these are suggestions to add to THE CORE GAME, not for mods.  I understand the mod-ability of games, but modding shouldn't be a requirement to enjoy the game.  It is why i specifically singled out the 5 things that are CORE to the game that need improvement.  notice solar flare isn't one of them (important for later)

Thanks for your advice:
Quote from: Harry_Dicks on January 17, 2018, 02:14:32 PM
"Turn off the option that allows your home area to auto expand. I agree that they shouldn't clean the edge areas, but if you turn it off you won't have this issue, plus why do you have these areas remain as your home zone anyway? If there is ever a fire near the edge of my base, I simply pause the game and just make the home zone there temporarily, then remove it when the fire is extinguished. I think there is a mod called Cleaning Area, which might be perfect for you."
This is one  way to manage it.  i didn't think this way because i use my home  area as an actual restriction area for my non fighters.  i could technically make a separate zone for that and just use the home area as a clean area.  it just is a  bit counter intuitive.   
Thanks for your advice:
Quote from: niklas7737 on January 15, 2018, 04:39:39 PM
For point 12 there's literally an order you can drag over the desired area in the orders tab. Or is that not what you want?
For the following problem I'd suggest setting everyone's Harvesting-Priority to 1 in the work tab and restricting them to Work only.
GENERALLY FIXED: It doesn't work like this currently. it does, but if you don't have a harvest able plant in the area you select it looks like it doesn't work.  adding an outline to the selected area should fix this knowledge problem for people and also make the tool more clear to use.
  you have to individually click each plant still.  no click and drag.  and that can be difficult too sometimes like on potato plants that are hard to distinguish where one plant is and another begins.
also, i did put them on priority 1, but roughly 1/3 the time they will ignore it if they are tired enough.  Thanks for the reply!
back to Harry_Dicks (is that even an allowable name?)
Thanks for the tip again:
Quote from: Harry_Dicks on January 17, 2018, 02:14:32 PM
"What? Use the harvest tool?"
The harvest tool would make this a little faster and i didn't realize it at the time, but it is not a tool that you can drag over a zone like cancel etc.  when you have to click 500+ times its still something that should be simplified.
as for the rest of your comment:
Quote from: Harry_Dicks on January 17, 2018, 02:14:32 PM
"Not to burst your bubble on your suggestions or anything, but I feel like you did not research 90% of this stuff to see if there is already a solution to your problem. You have to remember, there is a reason some things are still mods and not in vanilla. A lot of times, if Tynan were to incorporate a mod into the vanilla game, it could trivialize something else, or have redundancy, or make something more difficult than it needs to be for a generalized audience."
No.  just no.  mods that fix something should not be a mod.   almost everything i listed is not something that will "trivialize" or make something more "redundant" or more "difficult".  exhibit A:  you could have the colonists auto stack items to max and always optimize the storage zone when they  are  around it and have time.  this is not a redundant feature, doesn't make the game more difficult and is not even close to "trivial". 
Exhibit B: solar flare.  If you make a problem in a game, you should make a solution for it.  solar flare during a heat wave = all your food gone.  while that is an exaggeration, it is simple.  for things that are important like refrigeration, there should be a solution.  there isn't right now. 
yes, there are mods that can fix this.  i understand.  but for vanilla, as you mention, it should be whole by itself.  maybe the solar flare is working as intended.  thats ok.  but that is basically the least important of the things i mentioned. 

Thanks to the devs for all your hard work.  i know this is an Alpha/Beta and its not complete.  but it believe the game won't be complete without at least some of these things added to the core game.  if not you really should consider BOLDLY MENTIONING that you need mods to make the game less annoying on the summary page and mentioning all 10+ of the required ones.  which is basically saying, "hey we didn't complete our game but others did for us and we are too lazy to fix it so go to the modders"  kind of a cop-out if you ask me.  maybe just ask the modders if they don't mind adding some of their mods to the game  and citing them as contributors in the credits?  Thanks again.  its an awesome game.  hope you get time to incorporate some of my suggestions.  Cheers!

Scrabbling

Ehm, everyone else including me selects the Harvest Tool, holds down the left mouse button and drags a box over the map and every suffiently mature plant in that box will be marked for harvest. Combine that with changing the schedule for your growers temporarily to work instead of sleep and setting their plant cutting priority to 1 and blight gets taken care of with close to no micromanagement.

Scrabbling

Regarding #5: My cooks certainly don't prioritize making wort over cooking and butchering. They strictly follow the order Cooking > Buchering > Brewing and I'm playing vanilla. If a cook brews instead of cooking it usually has a reason like cooking job is already reserved by another pawn on its way, ingredients for cooking job aren't available, skill requirement (for example 6 for Fine Meals) is not fulfilled, etc.

And I just checked the game's Workgiver xml to make sure:
DoBillsCook has priority 100
DoBillsButcherFlesh has priority 90
DoBillsBrew has priority 30

So whatever is going on in your game it has nothing to do with the game prioritizing brewing over cooking.

oldman543

Quote from: Scrabbling on January 19, 2018, 12:39:17 PM
Regarding #5: My cooks certainly don't prioritize making wort over cooking and butchering. They strictly follow the order Cooking > Buchering > Brewing and I'm playing vanilla. If a cook brews instead of cooking it usually has a reason like cooking job is already reserved by another pawn on its way, ingredients for cooking job aren't available, skill requirement (for example 6 for Fine Meals) is not fulfilled, etc.

And I just checked the game's Workgiver xml to make sure:
DoBillsCook has priority 100
DoBillsButcherFlesh has priority 90
DoBillsBrew has priority 30

So whatever is going on in your game it has nothing to do with the game prioritizing brewing over cooking.

Thanks.  i'm an idiot and didn't have a bill on my second station . that would make sense...............

i thought it was because i had prioritized a cook a few days back and she just never went back to cooking............ *face palm*

oldman543

Quote from: Scrabbling on January 19, 2018, 12:30:49 PM
Ehm, everyone else including me selects the Harvest Tool, holds down the left mouse button and drags a box over the map and every suffiently mature plant in that box will be marked for harvest. Combine that with changing the schedule for your growers temporarily to work instead of sleep and setting their plant cutting priority to 1 and blight gets taken care of with close to no micromanagement.
thanks you made me realize the problem.  what would help is a solid line outline of the area you are selecting on the harvesting tool so you know it is working instead of only highlighting the things to be harvested.  simple fix/update but it should make things easier to see working. 

patoka

Quote from: oldman543 on January 19, 2018, 01:00:01 PM
Quote from: Scrabbling on January 19, 2018, 12:30:49 PM
Ehm, everyone else including me selects the Harvest Tool, holds down the left mouse button and drags a box over the map and every suffiently mature plant in that box will be marked for harvest. Combine that with changing the schedule for your growers temporarily to work instead of sleep and setting their plant cutting priority to 1 and blight gets taken care of with close to no micromanagement.
thanks you made me realize the problem.  what would help is a solid line outline of the area you are selecting on the harvesting tool so you know it is working instead of only highlighting the things to be harvested.  simple fix/update but it should make things easier to see working.
umm... maybe you should put contrast higher on your monitor or order some glasses or just get new ones, no offence. i think the box you make with the harvest tool is fairly well visible, even if you didnt mark any harvestable plants with it.
i think it works perfectly and is just in line with all the other tools. like when you select the hunting tool and only put the box over your own pawns and pets. or when you select cotton plants for wood chucking. or when you select your house for mining. or when you wanna smooth sand floors. or when you wanna remove ice floors. or when you deconstruct soil. or when you claim gravel. or when you cut plants on rock floor. or when you slaughter your kitchen. or when you haul trees. or when you slaughter pawns. or when you strip chunks. or when you uninstall medicine. or when you tame human skin. or when you rearm traps your pawns. or when you open corpses. (jesus christ i opened rimworld just to be able to write this comment by looking at all the commands but i didnt remember there were this many. i planned to write like 7 as a meme...sorry, mate)
surely you dont need to rebutcher corpses that you already half butchered if you leave the table to smoke a joint real quick?

oldman543

First in response.  i don't think you understand what i'm suggesting. 
Quote from: patoka on January 27, 2018, 01:59:07 PM
umm... maybe you should put contrast higher on your monitor or order some glasses or just get new ones, no offence. i think the box you make with the harvest tool is fairly well visible, even if you didnt mark any harvestable plants with it.
i think it works perfectly and is just in line with all the other tools. like when you select the hunting tool and only put the box over your own pawns and pets.
no.  it gives an outline only to the hovered tile.  if you click and drag it doesn't show you a box where you started dragging to where you stopped moving your mouse.  ex in attached picture.  you cannot tell where i started dragging my mouse because it only highlights the plants that are harvest-able and not the entire area dragged.  that is what i'm saying.  if you are on some other version than me then w/e but this has not changed since ive started playing. 
it may appear to work like this because with mining and some other things like plant cut, there is usually something on almost every square so you can see the outline of the box by nature of what is selected.  not so when harvesting or a  few others when you are on a baron map. 
next: a few more suggestions.

15
edit gathering caravan.  because i just remembered i forgot to add the beer.
and the useless turtle that i don't want. 
and food.  they might need that. 

16
destroy option for all items.  why?
basic example: crafting a sculpture.  half way thorough the crafter dies.  sculptures are bound to a crafter.  now i have a piece of useless something that is stuck in my storage forever.  and exists forever too unless i can trick one of my guys to haul it outside and wait 7000 years for it to deteriorate. 
now there is a disassemble option for a lot of things but not everything like food and incomplete crafting items. 

[attachment deleted by admin: too old]

lux3y

16
destroy option for all items.  why?
basic example: crafting a sculpture.  half way thorough the crafter dies.  sculptures are bound to a crafter.  now i have a piece of useless something that is stuck in my storage forever.  and exists forever too unless i can trick one of my guys to haul it outside and wait 7000 years for it to deteriorate. 
now there is a disassemble option for a lot of things but not everything like food and incomplete crafting items.


U can select a half-way constructed item / sculpture and hit 'cancel' and it will disassemble set piece + u get resources back fully/partially.