Agricultural Simulator 2013 Steam Edition

Agricultural Simulator 2013 Steam Edition

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Maverick Jun 11, 2013 @ 2:05pm
Design, UI, Changes requested
Following on from Waronders BUGS post I thought I'd seek similar with UI issues.

Some are wish list, some are (for mine) pretty obvious and make the game uneccessarily tedious.

Please add yours only if it's not on the list already.

DONE LIST - with MUCH thanks....
- Entering tractors with same key as we use to get off. (evi1m3: in update)
- Stop closing the market after every purchase. (evi1m3: in update)
- Start map/admin display at current location. (evi1m3: in openbeta)
SORTA FIXED LIST
- Leave the barn/cellar/pasture doors/gates the way I left them. Stop closing them on me. (evi1m3: in update) (OP: nope, still all over the place - badly in pens/yards)

TO DO LIST
- Open/close trailers with either a mouse click icon on the door or hotkey (TAB!!!! Ugghh) (OP: key binding can do this but is mouse click possible?)
- Make all mouse "look rounds" the same. When walking or F6 camera I just move the mouse, in F5 or F7 camera I must RMB and move. It's frustrating.
- Give me a way to switch to my various tractors or at least make it map clickable.
- Better display as to where workers are on the map. Flashing icon etc.
- Get rid of the entire TAB concept and link it all to configurable hotkeys. Try driving your own tractors with seamless work flow guys!
- Get rid of the CTRL concept and just give us a scrollable/tabbed window on a key press.
- If you can't do the above, then make TAB & CTRL decouple the mouse from movement on the main screen!
- A +/- acceleration of time rather than whole day jumps.
- A finance screen. Did that milk sell? How much did I get for my bull?
- Equipment list and where it's at!!!
- Mouse-over tips on ALL icons after you make them big enough to even see.
- Click. Point. Drop. Dragging every bale, box of food and vat onto and off the trailer gets old very fast.
- Multi select / move animals. Most farm animals follow each other so it's actually more accurate this way. Moving every cow, bull and sheep like we currently do means I leave them in the barn because it's only fun the first few times.
- Need distinction between boy sheep and girl sheep (dangly bits?) Bull/Cow, Ram/Ewe
- How do we know an animal is pregnant? Should/can I move them to pasture?
- Leave time, speed & day settings the same - [OP: this appears to be the case anyway - can you elaborate Daniel?]

NEW (as @ 15 June AU time)
- Key binding. If you use mower and forager (for example), cannot seperate ACTIVATE to different keys. I cannot activate/deactivate both, only 1 implement so forced to use TAB anyway. ACTIVATE needs to be 2 seperate binds for *Front* & *Back*....
- Cha-ching cash register sound on purchases/sales particularly the shop (even a beep will suffice).
- "Take over" from hired worker. Get off tractor, hook up gear, get back on and have to "take over" again. Can "take over" stay active until we give hired worker a new task?


>> I will personally try to pick up/collate ideas/replies and keep them stacked in the OP.
Last edited by evi1m3; Jul 9, 2013 @ 10:19am
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Showing 1-15 of 77 comments
Daniel Jun 12, 2013 @ 3:40am 
change the option game when you begin a new game...,

by exemple, in the main menu i set it in real time (i put 60 minutes by hour), working time from 8:00 to 20:00 ect.., (by defaut the working time are 10:00 to 20:00)

but each time i begin a new game i need to return changing this again because the option have been all reseting to the default, minutes by hours 45, the 24/24 7/7 are again put to the default,

so if i forget to go change it again i lost 120 minutes by day, and i lost 2 hours of work by day ect...

it make me talking only with my screen Ha ha ha

just make sure they keep always the same thing they are in the main menu..., if i need to change it i will make it by myself...
Last edited by Daniel; Jun 12, 2013 @ 3:44am
Daniel Jun 12, 2013 @ 3:49am 
other thing peharp...

change the place the equipement or tractor you buy, put it in the market parking where we buy it, the other day i have buy a towing bar, but when i have go to the farm, i have serching it 20 minutes, because i play in high setting with full grass i don't view it and again i have turning around in talking only Ha ha ha...

to give you an idea where the market put the tower bar :

http://cloud.steampowered.com/ugc/920139682626921788/F12D05E757269EE4137D8EDB12C4F3FE30E681E3/

same thing, other view :
http://cloud-2.steampowered.com/ugc/920139682626927955/7ACEFDEBBBA4DD63DC7A7471C94B301CF1CE388F/
Last edited by Daniel; Jun 12, 2013 @ 4:46pm
evi1m3 Jun 12, 2013 @ 4:12am 
@Daniel: We did not want to put it at the shop since it is too far away. The problem is that we actually do not have any 'safe' place to put new machinery. Center of the farm is not big enough, shop is too far, garage can be full...
We need a big enough area that is mostly empty.

If you have any suggestions you are most welcome.
Daniel Jun 12, 2013 @ 5:05am 
ok, i understand, i have forgot it's me they play always too much realist Ha ha ha, each time i want to buy something i go to the store to buy it and return to the farm after, Ha ha ha

it's give me headhatch because each time i buy three thing i need to return to the farm to put it in other place and return to the store to buy the rest..., i feel a little stupid all of a sudden Ha ha ha, i think more of the player mush rest on the farm push the "o" key and ask a teleportation of the thing they buy from the store and they appear neer beside her...,

but if we look it more small, because buying a tractor and going to the farm are easy to view or a big trailer, it's a thing they are hard to lost in the grass Ha ha ha

but by exemple the small thing, like the tow bar and the small bucket or any other small item, it's can be possible to put it more in a place on the farm they have no grass, i know they have more map, and i don't remember all the position of the thing, but i know they have all a place they have no grass..., so if we look only to replace the small thing they have two or three we lost it in the grass when they are on the ground...

but i have perharp wrong because i know the grass grows, and i view they hide part of the place we don't go, even if they have a paved courtyard, i find it splendid, the nature retrieve her way with the time if you don't take care of the place, it's very funny and realist,

but i don't know if they have place on the ground on the farm if waterver it's happend they have no grass they grow there..., but it's perharp more easy for you to put this two or three thing in the garage...
evi1m3 Jun 12, 2013 @ 5:50am 
We wanted to have it like this (to drive to the shop but there and drive home with bought machinery), but testers just went crazy so we added this teleportation.
Balroth Jun 12, 2013 @ 10:59am 
@evil1m3 For placing equipment, i know it is inconvinient but most real farmers have a depo area where they keep most of their heavy machinery. Sort of like a larger garage than what we have. Especially since in this game having to much machinery may be inconvinient. You could also make a large parking area, or be able to store them near the field.
Maverick Jun 12, 2013 @ 2:12pm 
Added the keep default date/time settings to the OP.

Trying to keep the OP list more about changes needed versus changes wanted so didn't add the parking size/location requests to OP. (Partly because I'm fine with it and accept dev comment on tester choices).

Perhaps the area where machinery is parked is paved or have placeable paving?
Last edited by Maverick; Jun 12, 2013 @ 2:29pm
Thernadad Jun 12, 2013 @ 2:26pm 
1.) option of having a milke tank on ur farm ( like 2011 and 2012 did ) and a place to sell it
2.) a way to get and collect wool / sell it
3.) a way to get some kind of product from pigs and a place to sell it
4.) maybe 1 or 2 more crop choices

5.) of course bugs fixed
Balroth Jun 12, 2013 @ 6:00pm 
@evil1m3 - For comparison sakes, in the store is there any way you could implement a new UI that allows you to sort via price, power, etc? I believe this would easily allow users to choose tractors based on need. Any ideas?
Thernadad Jun 13, 2013 @ 4:58pm 
maybe a way to buy goats and sell their milk and cheese also
Daniel Jun 13, 2013 @ 7:44pm 
after the last patch buying vehicule is more easy, but if it's possible, can you add something, like a sound of cash or wathever when you buy something to be sure we have buying it, i never know if i have buy it or no, the last time i have buy five time the same tractor Ha ha ha
Last edited by Daniel; Jun 13, 2013 @ 7:45pm
Daniel Jun 13, 2013 @ 9:57pm 
i think it's can be fun (in the future), to have a small econoic system, money deducted for grocery, maintenance, tax on the land you have, ect...

i have try to look a little this part but i don't view big thing, but the penality system is good thinking, and the money you need to pay to the name of your land is well thinking too, i will blow her tire wilt all the money they take from me only to change the name of my land Ha Ha Ha, i love this,

with all the builduig we can put to have more money, i think it's too easy to become multibillion without nothing to pay...
Last edited by Daniel; Jun 13, 2013 @ 9:58pm
Hun73r Jun 13, 2013 @ 11:05pm 
Can we get an FOV slider my eyes hurt and my head
Thernadad Jun 14, 2013 @ 10:45am 
Evi1m3 Just wondering what you gyus think of theses idea's and the other's on the list
Livia Drusa Jun 15, 2013 @ 2:50am 
I like all of the ideas so far. Anything that makes often used commands easily available and executed is a win (click & drop bales etc, yes yes yes!!). And please make creating the fields easier. The hired help only seem to function well on a 'perfect' field, but that is almost impossible to create. Give us the option to autocreate a perfect field by clicking start point and then dragging it out to whatever size we want. Maybe have some odd field shapes available from a dropdown menu. Since you guys have drawn the maps, you will know what kind of odd areas exist on the various maps where someone may want to plant a field.
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