Gnomoria > General Discussions > Topic Details
PeeDiddler Mar 17 @ 10:47am
Biggest Pet Peeve about this game
It is rather a small pet peeve but sometimes it makes me want to smash my keyboard apart. Why o why will keyboard input only work when the mouse is not over any hotbar item. Often times I am mousing over to read the tooltip and I push '3' only to have nothing happen.

Is there any way we can request the dev to priority 1 a fix for this? I almost broke my arm punching my desk. I am an emotional gamer.
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Seudein Mar 18 @ 4:22pm 
There's a lot of these tiny things.

The mining tool/selecting with a "box" is messed up. It selects the block your mouse is on the bottom of. It is more inituitive if it selects the block it's on TOP of. I've been playing this game for a while (even more than my account says. I just REALLY liked this game and bought it because I think the game is so amazing it deserves the money and even more so... but anyway). It took me hours to stop messing it up and confusing myself with my selections, and I still mess up from time to time now!

Some sort of help with noticing which blocks are on which level... If I'm building a structrue on the surface I can't tell what i'm building -- I get confused about which layer I'm looking at/adding to. Would be nice if we could add a fog or something; the bottom tiles look grayer or foggier than the top ones. I would love this so much!

I would also really like it if we could just have a - speed and + speed buttons, so we can go to x10 speed when we've queued up a lot of thigns to be done and it's just a waiting game.


Then there's some bugs which annoy me...

Pathing messes up and they dont take the shortest route, they go to the closest tile from them, but they don't check if it's faster to WALK there (so if you've got a moat and you're planting trees on either side of it they will back and forth walk form one side of the moat, plant a tree, then go to the other side, plant a tree, repeat. WHAT?!)

wheelbarrows are completely randomly used.

ranged soldiers have a multitude of pathing problems... not even going to go there.
SilverRose Mar 18 @ 7:26pm 
lol I here yea Pseudian I've noticed sometimes that my Archers will go into melee thinking that their arrows are swords and their bows are shields the event message would even stat this.
PeeDiddler Mar 19 @ 3:35pm 
I have no idea how many times I had to re-terrain a massive chunk of land due to miss selections. I think that no matter who you are top tile thinking or bottom tile thinking, I think a final click state would be in order: ie the selection shows the preview and you left click a second time to confirm. This is my natural way of thinking too, as sometimes I will run a selection just to see what gets highlighted (my stuff is a mess early game).

But man o man when chiseling out rooms of 5x5 in a grid layout and the symmetry gets messed up by one, I kick something nearby. I literally punt a football into my wall. If only my emotiotional gaming ways could save my dry wall repair bills
[Knght] HolySmokesBatman Mar 19 @ 4:37pm 
Do you mean clicking to start designating an area, clicking to stop designating, and then clicking once more to confirm? I personally think the current click-drag-click system is good enough as it is. Possibly a "Cancel the block of jobs I just queued" tool could be more applicable. Symetry tools would also be amazing for less function-demanding playthroughs.
Last edited by [Knght] HolySmokesBatman; Mar 19 @ 4:38pm
PeeDiddler Mar 19 @ 5:17pm 
I mean something like this: Get to the dig command, select the blocks. as of Now it immediately queues the job, but what I propose is that the blocks highlight blue after the initial drag -> release, then you left click the group selection and THEN it adds to the queue

So the end result is this:
1. Click Dig
2. Drag out blocks
3. left click group to confirm
Last edited by PeeDiddler; Mar 19 @ 5:18pm
Seudein Mar 19 @ 5:25pm 
i just pause. Or not connect the rooms to anything until I like them.
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Date Posted: Mar 17 @ 10:47am
Posts: 6