Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.
Have all items on your animals be available in the trade screen.
Would surely be handy with tons of items on tons of animals but as this is an interface limitation getting to tweak it now is way too costly compared to the importance.
An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.
There's an auto-pause when spending time in one location. When moving about I feel this isn't needed.
Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).
I see the point, but unfortunately the internal design limits things like from being easily adjusted. As it's a matter of playstyle how much keyboard jockeying we all have to do on game-daily basis this also feels very costly compared to importance.
Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.
That target selection is done. I feel it's best to keep attack repeat target selectable as sometimes we want to repeat the same good attack at different nearby targets. It's hard to say which is the most common attack-repeat usage for the majority of players, but I don't recall anybody suggesting a different functionality earlier.
Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.
Neat and simple idea. Will browse the throwing code and consider. This could be implemented so that such throwing would be always allowed in non-attack manner, ie. if the target isn't a creature. Then you could also toss a branch into the fire with equipped hands etc.
Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.
Two slots occupied reflects the fact that proper crossbow usage needs two hands, and carrying loaded crossbow is simply a risk one wouldn't take. Hold it carelessly with one hand and you might easily fire it while running or moving about. (As an interesting trivia, ancient Finns had very unique way of shooting with crossbows holding it at about the hip height. It's quite slow and delicate process to start with.)
Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.
I see the point, and we try to ease keyboard jockeying every now and then little by little. This would be biggie, and trickier than it seems at first. Can't say much more about this right now, have to consider carefully.
In the eating screen remember what you last ate and have it automatically selected.
It should work like that already.
Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.
It's very likely that we get into separating chat from commanding in the near future. How it works now is very clumsy even if you weren't a dog hoarder.
Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.
This is done already.
Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.
That's how it should work alrady. Big stacks may break the rule, though. I'd have to check the case individually to get a better idea.
Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.
We've imagined pack animals being used for carrying carefully selected items. Some slender trunks and bags of rye, maybe dozen of furs, and pile of meat. I'm aware that if they are used as walking general stores the limit is hit. However, expanding animal data is bound to take place somewhere in the future, but needs to be linked with other animal structure related overhauls. The actual timing can't be predicted.
When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.
It's been like this forever with no alternate suggestions heard out loud so in that sense it's better not to touch it.