The UI should be streamlined with either one of the "three" different UI designs there currently is. 1. Termometer, minimalist look. 2. General UI, mainmenu, complex. 3. Inventory and that. To me, the first one looks the best.
We need sorting, search and in general a better flow in the inventory and menues. Seems like alot of time goes into navigating through things.
This may not be exactly about the interface itself, but when I push escape in singleplayer, I would like the game to pause. That, or there needs to be a key that I can use to pause the game.
Are you suggesting there is a pause button? I can't find it. Pushing escape doesn't stop the time from going. Please help me. Edit: @Requiemfang : Never mind. I figured it out from another thread. I have to push fn and right shift to pause the game, but I would like the pause function to be improved. Pushing escape should pause the game, in my opinion. I would also like to decide which key pauses the game, and I hope this is added to the control menu sometime. I didn't mean to give you a feeling of frustration for having to deal with a "ridiculous comment (If you had this feeling)." Please don't judge me based on this comment; I was just unaware that my keyboard had a pause button. I never used it before, and it's part of right shift.
You must have a different type of keyboard, sound like you play on a laptop. No matter I was just surprised that no one thought that maybe using the pause/break key on the keyboard would pause the game or not. I mean it even shows it in the in game key configuration as well as on the wiki key binding page.
When I do that it moves things from my inventory to my hotbar, instead of to the container I've got open. This gets really frustrating!
With the Wiki keybind page, there is an error with what keys you use to rotate blocks. There might be another error with whatever you're talking about too....
Eh I see that mistake on the wiki, the block moving keys should be Ins, Del, Home, End, Page up and Page down keys. As for the pause key, it should be in the same key row as prt scr/sys rq. scroll lock and pause/break key. If people don't have that normally on their keyboard it's most likely they have a laptop.
It would be nice with some kind of compass when on a planet, for easier navigation, also a mini map would be nice. It would also be nice if we could hover over map markers to see info about that mark, for example a deposit, see the ore and the size of it. The ability to create and delete map markers would also be nice to have, then we could delete for the deposit that is empty and add for things we find on the map, like ships and alien bases.
Map markers disappearance is on the list of things to be fixed, but its not a high priority at the moment.
I would like to see a separate detailed power report showing all items by name and how much power each block type is consuming, so all lights in one group, all Thrusters in another. Along side each would also tell you how much fuel time you would gain by disabling a device. It would also be nice if turning off a block actually made it stop consuming power.
I would like to have craftable character equipables GUI (not hotbar) that would add to my character abilities. More armor, more O2 capacity, suit mounted lights, more stable aming, binoculars, mineral scanners, exosuit for faster running, higher jumping, longer jetpack use, more stamina, etc.
The gui gives me a hard time when interacting with machines like constructor but otherwise functions. The map however needs a bit of work. When I mouse over found deposits should say how much is expected to be there, preferably with something saying how much is -still- there. A waypoint system is needed and a way to set directional headers on the map that then give you an indication of which way to go to get there.
The detection box used for models that don't take up the full cube of space needs work. If I have 2 items side by side and stand directly in front of one, it is not possible to target the other item by Line of Sight because you are pointing at the 1st models Cube rather than through it to the second. In other words if I stand in front of a fridge, and pivot 30 degrees to look at a food processor, when I hit T it still opens the fridge, even though my cursor is directly pointed at the model of the Food Processor. It looks like mouse detection is hitting the cube area rather than the collision box.
In creative mode, I hate having to grab resources and such from a creative menu. Many games use this feature, but I would prefer this: A certain key switches the GUI in creative mode from normal creative to easy creative. Normal creative is the same as how the game looks in creative mode now, but easy creative changes the GUI to make building easier and faster. The hand slots are each different categories of items, and one would have to scroll to go up and down the hand slots and press 1 and 2 to go back and forth between items in the slots. When switched back to normal creative, either the game should use the old slots or use the item that was selected from easy creative (either there should be an option or the community should decide which is more reasonable). I really encourage for anyone to add his or her input to this idea. It needs work and more details. It needs to be engineered.
It's maybe been mentioned before, but I'll add it here. Perhaps adding text to the health, oxygen and hunger bars. It's somewhat difficult to judge how hungry/full our character is and how much a 100 food item is going to do when we don't know what the maximum is. I know that hunger maxes at 500, but this may be a potential stumbling block for new players and they may end up wasting the Emergency Rations they start with. Also, I would like to suggest adding some kind of pop-up (such as what appears when we can press T to interact) as a reminder when oxygen/hunger reaches certain thresholds. Perhaps a minor one at 50% such as 'Your Oxygen Supply is at Half' and 'You Feel Hungry'. Then at 25/20%, another quick pop up that says something like 'Your Oxygen Supply is Low' and 'You Feel Very Hungry'. Then at 10% a permanent reminder (like how we have for poison, open wound etc) that remains until the bar is filled that says something like 'Your Oxygen Supply is Critically Low!' and 'You are Starving!'.