I've compiled a large list of things that I've noticed playing U3 so far...
UI improvements (no change to functionality)
- separate upgrade and downgrade buttons like on the space station (for example, if I have T3 pipe, and I want to downgrade to T1, the procedure is quite involved: downgrade, move mouse out of the way, then hold mouse over and select downgrade -- when it should just be two clicks)
- perhaps holding ctrl/shift could swap upgrade tool into downgrade tool
- in bp list, I cannot use the scroll wheel to scroll while holding an item (say I want to put a bp at the bottom in a folder at the top)
- when searching in blueprints, I want to be able to navigate to the folder where the bp is located (maybe like an icon similar to the "show in folder" one for save/load game -- or folder icon with an arrow)
- user defined colors for mine/forestry tower areas (instead of only yellow/grey)
- when hover over the edge of a mine/dump designation, show an icon (like a magnifying glass) next to the cursor that will take me over to the tower (or better yet selects it in another window -- or both).
- when selecting a lift ghost (that's still on the ground), Q/E should be able to raise/lower the lift
- cannot replace a lift with a different height lift (like I can with buildings)
- when placing a lift ghost up to a port, automatically change the direction of the lift to match the port instead of showing port blocked icon
- see a lift height tooltip like for belts/pipes
- for all machines/trucks, there should be a "move camera to location" (usually it looks like a magnifying glass) so I can easily see which entity is which for each pinned panel (same functionality as "bring mansged area into view" for forestry/mine towers)
- up/down tier keyboard shortcuts should be hotkeys for upgrade/downgrade while any entity is selected
- up/down tier keyboard shortcuts should work while I'm laying down a belt/pipe (instead of having to place it, click on it, then press up/downgrade)
- option for notification when vehicle is built in vehicle depot
- notify when constructed notification
- hotkey to delete a ghost (instead of having to press the X button)
pathfinder improvements
- truck should path to nearby the dumping designation -- then once closeby, reserve the dumping designation
- refuel truck should leave when total of all refuel targets are greater than its capacity (traveling to the next closest target that is less than 50% full) -- then go to each refuel target
- refuel trucks also able to consider tanks that need to be filled as valid refill targets
- have excs prioritise designations that are nearby to them (not the tower), so they're not constantly going laterally from one side to another when a mine tower is far away (then when they're too far away, they can recalculate)
bugs
- unity for mass upgrade tool still uses old unity calculation
- unity for truck still uses a flat 0.1U instead of 0.075 per product calculation (not complaining though because it's a lot cheaper)
- recycling edict 3 doesn't depend on recycling edict 2
- don't say "invalid route" when a storage is in deconstructing phase
- holding ctrl and scrolling for storages doesn't cycle through all 4 types (like for example it does for crushers)
- holding ctrl and scrolling doesn't work when a ghost belt/pipe/building is selected (assuming there's space, I assumed it would work, just like )
things that would be nice
- dumping area in addition to mining area for mine control towers (so I can have them dump in a different location than they're mining)
- set max output in/out rate for each port on a balancer
- overlay to see per-building uptime over the last month -- something like green for 100% -- down to yellow 50% and then red for 0% (it doesn't even matter if the last 30d of uptime stats are saved in the save file)
- ability to make/lease cargo ships -- or some other way to acquire them easier (I routinely have to pay 720 or 864 CP3 cause it takes so long for the price to go down)
- it'd feel better to be able to put in an order for them (steel, electronics, VP1/2/3, rubber, unity, etc -- which gets delivered to the trade dock) -- then after some period of time (depending on the size/specs of the boat), it gets built and delivered (just like if I built a vehicle in a depot)
- for built lifts, pressing Q/E could change the height and put it into an upgrade state with the parts difference to change the height (or the ability to replace a built lift with another one of different height)
things that don't make sense
- there are a few machines that take CP3 to create and require maintenance 2 (glass maker 2, power generator 2, concrete mixer 3) -- shouldn't they take CP4 to make?
- there are a bunch of machines that take CP4 to create and require maintenance 3.
- it's understandable for data centers (cause presumably the maintenance is for the servers more than the racks)
- it's also understandable for fast breeders cause they need EL3 to be built
- data centers maintenace doesn't scale with the amount of servers installed?
- internet module doesn't require anything relating to microchips? (maybe it's 56k... lol)
- many things that have moving parts don't require maintenance
- housing doesn't require maintenace?
- lifts/balancers/storages don't require maintenance but belts do?
- the ship gets damaged but doesn't require maintenance, especially after it leaves?
- cargo ships don't require maintenance?
- different sized cargo ships all cost the same