Insulated walls: Current walls get an insulation value, granite wall > wood wall > steel wall, and get an insulated version of some wall types, wood, steel, etc, hard to insulate a sandstone wall though.
Item repair: gain the ability to repair items such as clothing and guns (at a machinery table), includes a chance to completely destroy the item in the process depending on the skill of the worker, and the condition of the item when they start.
book learning: Colonists can read to improve certain skills, like crafting, tailoring, cooking and social. Improves the skill faster than actually doing it, but does not produce anything, and can only improve it up to a point. Other skills such as mining can only be improved by doing, cant really read how to dig a hole after all. Perhaps books need to be purchased from traders and come in many versions, i.e. "basic cooking" can raise a cooking level to 3, "intermediate cooking" can raise a cooking level to 6, but only if it is already a 3, and advanced takes it to 9 if its at 6.
Central computer: Allows all objects to be switched from a central point, but can be accessed by anyone, so enemies could turn off your defenses if they get to it. Might also be affected by mechanoids.
How about another power source too, like a generator? Consumes wood (or coal or oil if they were to be added to the game) to produce moderate, constant power, less than a geothermal but doesn't fluctuate with weather, and isn't tied to a location like geo. fueling falls under the responsibilities of a hauler, and can be given an extra priority level (essential?) so that it will draw fuel from a "critical" stockpile. Likewise, could be turned off so that it wont consume fuel, but can be there and available in case of emergency.
(I'd also like to see a uranium reactor, but that might be a bit OP)
And one last thing: an Armoire/dresser, claimed just like a bed, and colonists can use it to automatically store clothes (like parkas in summer) and can be stocked with new clothes which colonists will automatically take to replace worn out clothing.
Hi. Welcome to the forum.
Most of these suggestions have already been suggested a lot. Everything except the computer one. I've been thinking of making a suggesting for bandwidth or cycles be a resources for the camp to manage guns and doors... but it didnt feel like there was a lot things for colony mainframe to do yet. Though I do like it being a use for the ai cores.
Anyway, as I said before, most of these suggestions have been suggested a lot. Like tonnes before. They've been suggested so often, they cliche in the 'cheapest idea' thread and 'frequent suggestion thread. I've taken a shine in trying to understand why you, the new guy, thought they werent suggested before.
I'm not meaning to be disparaging or condescending, I am really interested in new folks come into a community for game thats been out for a bit, with an active community, then make a litany repetitive suggestions. It happens on lots of other games too like Dwarf Fotress.
So whats the thought process or the goal?
My feedback:
Insulated Walls:
This makes sense. I'd like to see this implemented using some sort of gel or stuffing. It could be applied to existing walls, and as you say, take varying levels of skill.
Item Repair:
This makes sense, and you've given a nice example of how it could go wrong. I hope this gets added.
Book Learning:
I have seen that the game already has "Neural Learner" things that can be bought from traders for a high price. I don't know how well they work yet, so although books sound very similar, I don't have much to say. Perhaps a neural learner is instant and one use, and books can be very slow and multiple use?
Central Computer
I think the game is crying out for more switches and such for the power net. This sounds like a desire for better net control, which I want too.
Power Source:
This sounds good, and I've seen it done in the Superior Crafting mod pack. Did you know that the Ship Power Core is a legitimate power source? Produces a measly 1000W but it can be used anywhere.
Dresser
This sounds good, I think the game needs a storage solution for clothes.
None of the suggestions are bad, these repetitive suggestions aren't bad, its why in part they keep being brought up. They aren't just super easy, no brainer things to create in the girl.
Quote from: MrWiggles on June 24, 2015, 09:21:07 PM
I am really interested in new folks come into a community for game thats been out for a bit, with an active community, then make a litany repetitive suggestions. It happens on lots of other games too like Dwarf Fotress. So whats the thought process or the goal?
Worse things can happen. Especially if all you see is people complaining, getting angry, asking for refunds. Go look at some of the Steam forums for other pre-release/alpha games out there. Annoying yes, but I think it's kind of a positive sign that a game/developer might be doing something right after all--even if people want to come and post their ideas ad nauseam.
I'm not against it. I just want to understand it.
Don't we all, Mr. Wiggles. Don't we all.
Yo, copying style as Axe. Mah own feedback.
Insulated Walls:
A fine idea, would probably cost half the walls cost in cloth, we took away the insulated wall, this could fill the space. Would make the wall more flammable though (Possibly, unless it was say built inside the walls middle with two edges covering it).
Item Repair:
Suggested before, Tynan has actually addressed it, it wont really happen. Something to do with short lives, not really worth it for the majority of stuff like clothing. Some things you can't make though, which I get, but yeah.
Book Learning:
A way to learn skills, although the problem with this is we have this already in a different form. The thingamajiggies, they look like eyeballs, they connect to your brain. Colonist uses this, it improves skills. It's the same as the book, but instant, so it's better. So books wouldn't really benefit.
Central Computer:
This doesn't have enough information for me. Would turning this on/off basically switch every item connected to the power stream on/off? So a giant switch but turns EVERYTHING off? Doesn't seem like it would be that effective. If you mean turning off any device from it, they're simple electrical wirings, and stuff like lamps wouldn't make sense to turn off from a computer across the entire base.
Power Source:
This is an idea suggested, which I'm meh on. Not much commentary besides how exactly it would be added.
Dresser:
Oh, this is a giant can of worms to be opened. This is one of the most common suggestions, although not exact, but something to store clothing. I don't have much to say on this, except it would prevent access to individual pieces of clothing in it, and Rimworld tries to let you access everything.
Quote from: MrWiggles on June 24, 2015, 09:21:07 PM
Hi. Welcome to the forum.
I'm not meaning to be disparaging or condescending, I am really interested in new folks come into a community for game thats been out for a bit, with an active community, then make a litany repetitive suggestions. It happens on lots of other games too like Dwarf Fotress.
So whats the thought process or the goal?
Ah thinly veiled criticisms are always so nice when coming to a new community. And I suppose I could be considered new in that I only have 3 posts on this forum, but I've been playing Rimworld since version 254.
But enough about that, the thought process goes something like this: In 10 pages of the suggestion forum the only things I repeated were clothing related, granted I did not dig through the "cheapest suggestions" thread, in fact I thought about putting a few of these there, but decided there were enough it warranted its own thread, and 10 pages is a hair over a month of suggestions.
Having established that very few of my suggestions are repeats, I looked at the few that were, all clothing related. I found http://ludeon.com/forums/index.php?topic=13493.0 which talks about changing clothes automatically, and http://ludeon.com/forums/index.php?topic=13603.0 which also talks about changing clothes, but brings the wardrobe into it, http://ludeon.com/forums/index.php?topic=12097.0 brings up wardrobes again but mainly talks about revamping the cloth system, http://ludeon.com/forums/index.php?topic=13791.0 talks about repairs, but also talks about degrading them every time you do so which I can't say I particularly care for but thats not why we're here, and http://ludeon.com/forums/index.php?topic=13859.0 talks about outfits and making colonists smart enough to wear armor when they plan to get shot at.
So long story short, when I posted this I posted (to the best of my knowledge) 4.5 new ideas (repairs are half) repeated 1 idea which I feel is sorely needed ingame, and basically suggested one thing already ingame (did not know about the neural learner).
Actually, insulated walls are the only thing I haven't seen suggested before. Pretty much everything but the books, which was the neural learner as you just said, has been almost posted with those exact specifications. You won't find them all in individual idea posts, as they are scattered around in other forums, and on reddit. Even a bit may not be posted but have certainly been thought of, such as the clothes dresser in every possible way shape and form, but not posted.
Quote from: Z0MBIE2 on June 25, 2015, 12:06:30 AM
Actually, insulated walls are the only thing I haven't seen suggested before. Pretty much everything but the books, which was the neural learner as you just said, has been almost posted with those exact specifications. You won't find them all in individual idea posts, as they are scattered around in other forums, and on reddit. Even a bit may not be posted but have certainly been thought of, such as the clothes dresser in every possible way shape and form, but not posted.
Details :) It sounds like he would have to obsessively search through every forum post and Reddit thread to get it right. If that's the requirement, I wouldn't expect anyone to post suggestions, because I wouldn't wish that level of research on anyone.
Item repair and wardrobes have been suggested a lot, but I don't get the attack on OP. o.O
Speaking of which, I liked ZOMBIE's idea to only allow things colonists can't create to be repaired.
Anyway, as for the rest:
Insulated Walls: Yes please! Building aesthetically-pleasing bases can make temperature management difficult, so an option that doesn't require double-walling would be very much appreciated even if it does require more colony time/resources (such as growing cotton for the cloth). You could even have traders carry an expensive insulator that's more effective.
Book Learning: I think this could have a place. We already have neurotrainers, as others mentioned. Books could be a poor man's (i.e. early game) alternative that isn't as effective: You have to spend time reading it; it would only a bit more effective (+50%?) than actually doing the job; you don't get the products of the job; and it stops working (for the given colonist) after a few uses. I'm a little iffy on whether it would be worth the trouble, but conceptually I like the idea.
Central Computer: Don't get me wrong. I really really like this idea... but I think it would be hard to balance. Allowing raiders to sabotage your base if they get to it doesn't mean much, since you'll likely put it in one of the most secure places in your base. Unless you had a new raid type that could hack your computer and screw with your systems (e.g. open all the autodoors, deactivate all the turrets), it would be really really overpowered, and even at that I'm a little uncertain. If Tynan would be willing to balance something like that, though, then I'm for it.
New Power Source: This is suggested on occasion in different forms. I wouldn't mind if we could power our bases temporarily via heat from wood or something, but beyond that I'm hesitant.
Quote from: Axelios on June 25, 2015, 12:18:27 AM
Quote from: Z0MBIE2 on June 25, 2015, 12:06:30 AM
Actually, insulated walls are the only thing I haven't seen suggested before. Pretty much everything but the books, which was the neural learner as you just said, has been almost posted with those exact specifications. You won't find them all in individual idea posts, as they are scattered around in other forums, and on reddit. Even a bit may not be posted but have certainly been thought of, such as the clothes dresser in every possible way shape and form, but not posted.
Details :) It sounds like he would have to obsessively search through every forum post and Reddit thread to get it right. If that's the requirement, I wouldn't expect anyone to post suggestions, because I wouldn't wish that level of research on anyone.
Yeah, I was just talking about how he said it was 4.5 new ideas. I feeel the neeeed to correct.
Well, I know that the dresser was brought up before in the cheapest idea through. Though that was more about item stacking.
I think its pretty clear that Rimworld could use some love with great variety of items being able to be stacked.
But I wouldnt really call it a requirement. I'm am not personally against the repeats. Mostly because I dont think they can be stopped. After a certain point, you just have to engage in the community to get a feeling of whats been suggested and wants.
So I suppose, my inquiry is why do they have a need to make suggestions, that have more then likely already been posted? I dont think it comes from a bad place. I'm just curious.
Well, if he sees the idea being suggested a lot it's likely he'll try to find a good method for adding it, since Tynan probably doesn't want to add in the currently suggested method, or just hasn't yet.
Quote from: MrWiggles on June 25, 2015, 07:47:12 PM
So I suppose, my inquiry is why do they have a need to make suggestions, that have more then likely already been posted? I dont think it comes from a bad place. I'm just curious.
Personally, if I think something has probably beem suggested before, I'll have a look for it. I won't spend all day looking, and if I don't find it I'll go ahead and suggest it again.
It sounds to me like you don't understand why people aren't thinking of something, and then not posting it after deciding it's "more then likely already been posted".
I'm a little annoyed at folks seeming to jump on suggestion makers here. I see that you've said your only curious so I'm trying to be too hasty myself.
Basically, it sounds like you think a suggestion should not be made if it seems obvious. I can understand that.
I think that every suggestion should be made, even the really dumb one. But if the suggestion has already been made and can easily be found in 5 minutes, then I think it shouldn't be repeated.
Despite that, I don't think we should expect people to spend a long time searching for whether a suggestion has already been made.
The reason I think that, is I think if we demand suggesters do a labourious amount of digging in the forum before suggesting things, we'll miss out on good ideas because someone will decide it isn't worth the effort.
So, I understand that seeing the same ideas repeated is boring, but I wouldn't want it policed because dumb ideas can spark great ones, and repeated ideas can come with a new twist that makes it work.
*Breathes*.
I hope I wasn't harsh, Mr Wiggles. It's been a long day.
Quote from: Axelios on June 26, 2015, 03:15:58 AM
Quote from: MrWiggles on June 25, 2015, 07:47:12 PM
So I suppose, my inquiry is why do they have a need to make suggestions, that have more then likely already been posted? I dont think it comes from a bad place. I'm just curious.
So, I understand that seeing the same ideas repeated is boring, but I wouldn't want it policed because dumb ideas can spark great ones, and repeated ideas can come with a new twist that makes it work.
Basically that ^
I get that. But some of the suggestions are /super/ obvious, in such a fashion the Dev must have known it'd a keen thing to do.
Like the stacking clothing thing. He's (the dev) played through the game, had lots of clothes, and more then likely went, "I wish my item system could handle stacking of those items but it can't right now.". And if he didn't then the early testers more then likely caught it. Its very obvious bit of tedium that is extremely space intensive and we all know from real life that clothing can be compressed and stacked into a very small volume. Its not a leap there.
So is there some part of the thinking from the new posters, something like, "Well obviously, stacking clothing has escaped everyone thats played the game collectively longer then I have, as its not implement."
Quote from: MrWiggles on June 26, 2015, 01:23:25 PM
I get that. But some of the suggestions are /super/ obvious, in such a fashion the Dev must have known it'd a keen thing to do.
Like the stacking clothing thing. He's (the dev) played through the game, had lots of clothes, and more then likely went, "I wish my item system could handle stacking of those items but it can't right now.". And if he didn't then the early testers more then likely caught it. Its very obvious bit of tedium that is extremely space intensive and we all know from real life that clothing can be compressed and stacked into a very small volume. Its not a leap there.
So is there some part of the thinking from the new posters, something like, "Well obviously, stacking clothing has escaped everyone thats played the game collectively longer then I have, as its not implement."
Eh, actually though, I doubt Tynan plays through the game that much, as he has a lot to do. Also, the more it's suggested, the more the demand rises, the more likely something will be added in similar, or Tynan will say something about it.
As stipulated, if he didnt, then the tester would have brought it up.
Quote from: MrWiggles on June 26, 2015, 05:54:02 PM
As stipulated, if he didnt, then the tester would have brought it up.
Just a note though, the testers are pretty much us. We test for him. And I don't see how they would. The testers are supposed to report glitches and bugs and such, not suggestions. Why would someone testing the game go "Oh I see we can't stack clothes, even though we haven't been able to ever before and all changes are listed in the changelogs and pre-release video".
Quote from: Z0MBIE2 on June 26, 2015, 07:21:49 PM
Quote from: MrWiggles on June 26, 2015, 05:54:02 PM
As stipulated, if he didnt, then the tester would have brought it up.
Just a note though, the testers are pretty much us. We test for him. And I don't see how they would. The testers are supposed to report glitches and bugs and such, not suggestions. Why would someone testing the game go "Oh I see we can't stack clothes, even though we haven't been able to ever before and all changes are listed in the changelogs and pre-release video".
This is correct. Testers are explicitly told to take suggestions to the suggestions forum. They only report bugs/glitches.
There are the private testers, before the public release
Soon the why and the reason are gone, and all that matters is the feeling itself. And this is the nature of the universe; we struggle against it, we fight to deny it, but it is of course pretend, it is a lie. ;D
Quote from: MrWiggles on June 26, 2015, 08:42:05 PM
There are the private testers, before the public release
Yeah... and they're us. Literally, a few weeks ago you could see the thread in the general forum from Tynan asking for the alpha 12 testers. If you're willing to check for bugs and be ready to clearly report them, you can sign up as a tester. There's a few other people who have helped Tynan on the game, but he's the main developer and we're he only people besides him who test.
Quote from: Asero on June 26, 2015, 09:37:29 PM
Soon the why and the reason are gone, and all that matters is the feeling itself. And this is the nature of the universe; we struggle against it, we fight to deny it, but it is of course pretend, it is a lie. ;D
Yes, nice Matrix quote there. Totally relevant to the topic.
Quote from: Z0MBIE2 on June 26, 2015, 10:51:37 PM
Quote from: MrWiggles on June 26, 2015, 08:42:05 PM
There are the private testers, before the public release
Yeah... and they're us. Literally, a few weeks ago you could see the thread in the general forum from Tynan asking for the alpha 12 testers. If you're willing to check for bugs and be ready to clearly report them, you can sign up as a tester. There's a few other people who have helped Tynan on the game, but he's the main developer and we're he only people besides him who test.
He was calling for public testers, but the concept is still the same whether the tester is public or private. Testers report bugs and glitches. They don't make suggestions. All suggestions go in the suggestions forum. You can look at the mantis yourself if you're skeptical. Tynan actively tells testers to keep suggestions to the forums. All discussion is oriented toward fixing bugs.
My point still stands.
Quote from: SSS on June 27, 2015, 01:06:39 AM
Quote from: Z0MBIE2 on June 26, 2015, 10:51:37 PM
Quote from: MrWiggles on June 26, 2015, 08:42:05 PM
There are the private testers, before the public release
Yeah... and they're us. Literally, a few weeks ago you could see the thread in the general forum from Tynan asking for the alpha 12 testers. If you're willing to check for bugs and be ready to clearly report them, you can sign up as a tester. There's a few other people who have helped Tynan on the game, but he's the main developer and we're he only people besides him who test.
He was calling for public testers, but the concept is still the same whether the tester is public or private. Testers report bugs and glitches. They don't make suggestions. All suggestions go in the suggestions forum. You can look at the mantis yourself if you're skeptical. Tynan actively tells testers to keep suggestions to the forums. All discussion is oriented toward fixing bugs.
My point still stands.
Uh... I'm not sure what your point is because it seems you're trying to argue against mine, and my point was the testers wouldn't suggest stuff. I think we have the same point, because I was telling him just the fact we're the testers.
oh, testers suggest stuff all the time, at least I do, some are in the public suggestions area. We just have to be sure our suggestion is based upon current public knowledge.
But many many of the suggestions are simple repeats of what has been suggested before. Some Tynan has said he likes the idea, but that at the present time they will not be implemented, as he has other things he wants to implement first. And he makes no promises either.
Support.