I would like to request what I hope is a very easy thing to add in the interim before we get a completely revamped construction element system.
More "real world" colors.
New additional "plaster" colors. Adding additional plaster colors should be very easy. Just use the current texture for plaster (the ones that are now colored the garish, bright primary colors) and add a series of pale pastels, and also darker more muted/less saturated colors. Here are my suggested colors:
Light wall colors:
Pale blue: #97d7fc
Pale pink: #fcc3fb
Pale green: #b9f8cf
Pale yellow: #f3faa7
Pale orange/peach: #fbd4a5
Light tan/ecru: #baae90
Darker more muted colors (for trim or accent):
Dark blue: #596bae
Dark pink: #9c6497
Dark green: #568667
Dark gold: #b59e30
Light brown/warm gray: #8f7455
These would go a long way in helping us make more beautiful builds. Even just the top four added colors would make a huge difference. Maybe someday, Paint? (I saw one game that has a "paintgun" allowing players to apply paint to blocks in any number of colors.)
Woodgrain goes the wrong direction
I've noticed on several woodgrain textures wherein the woodgrain aligns on the short axis (across the length of the board) instead of along the length longways. One that comes to mind is ID70 but many many of them do this. It's very counter intuitive. It may make no difference when you are building a flat surface with blocks, but pile them to make a length/column or make a plank or beam then the woodgrain going across looks very odd indeed. These textures should be rotated 90°.
Woodlogs are great! Smaller sizes?
I am so loving the woodlogs as an added shape. I have found many uses for them already—but the smallest size is still too big. I would love it if we had two more sizes smaller. Also, for bigger sizes please consider adding perhaps and additional woodlog with 32 or even 64 triangles so that enlarging it is smoother? I understand the limitations—though perhaps these may be used less frequently so not so much a problem? (convex resizable arcs too! )
Ornamental tiles too big and behave strangely
So glad we have a few... Though the scale is too big, and they behave strangely. Patterned tiles have lots of possibilities. Ideally someday there might be a GUI interface that would allow us to easily apply our own textures to construction elements in-game. But in the meantime, we have these. In my view, the patterns themselves need to be about 1/4 to 1/5 the size they now are. What look to be 4" (10 centimeter) square kitchen tiles are blown up to fit four on a block. My guess is that, in the real world, a block is 20" (50cm) square. (A standard door is 80" (203cm) tall or 4 blocks in game, thus a 20" block.) So just reducing the size would help. Obviously knowing what size the real tile texture was in the real world would be the guide for resizing them in the game.
But they also behave unpredictably when placed. Maybe it's because I have been using these textures as tiles (planks) rather than blocks. (Blocks are huge and don't fit in the build where I would want tiles!) When I try to place tiles no matter the size of the plank (full sized or smaller) the preview of the pattern is never what I get when I place it. It shifts. Then the patterns do not align to each other. I thought that there must be a coordinate or something the pattern is trying to align to, but I can't figure it out. Enlighten me?
Please add 2 window frame colors
White and black. These are the most common colors for window frames and are missing. They don't even need a texture just the color!
And one more request...
Please add a triangle shaped preview for that shape—currently it's a rectangle
I don't want much. I realize these aren't related to gameplay, which a lot of people are wanting right now. But as a building game, these would help, and may be easy enough to implement.
Thank you for a great game! and for being so responsive to your users!!
Oh... one more thought. Is it possible to add a block or square element with a rounded edge/corner? Then we could make cushions or softer adobe blocks etc.