UPDATED: This thread is still great for players to discuss ideas and modding concepts with each other, but it's not being reviewed by developers. Please see this thread (https://ludeon.com/forums/index.php?topic=49934.0) for more info.
What ideas do you have for the game that are really cheap to implement? Ideally these are things someone could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.
What are your cheapest ideas?
An idea is cheap if a modder could sit down today and have the feature finished in four hours or less. If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted in its own thread.
Adding of turnips as a growable crop.
In all seriousness, adding some more happiness items (Coaches, televisions, bookshelves, weight benches etc), since the game could use some more objects to boost happiness and they should be fairly easy to put in seeing as the mechanic's already there.
Pretty good, guys, but think cheaper!
A lot of these suggestions require entirely new classes of behaviors (e.g. using entertainment objects, carrying shells to heavy turrets), which would have to be integrated into the AI and prioritized against everything else. New kinds of behaviors are really expensive.
Or, they require entirely new systems to do properly (e.g. I wouldn't do air conditioning on its own in a cheap way; I'd only do it if I was doing a temperature system that could also handle refrigeration/overheating from fire.. and such a system would be expensive.) Single-cases of what should be broader systems aren't the best suggestions.
Keep 'em coming guys!
Structures
* Indoor Walls - as current walls in the game. Conduct power, will be roofed over when an area is enclosed.
* Outdoor Walls - Simple barrier that does not conduct power, nor is a load-bearing structure. Enclosed areas will not be roofed over.
* Window - (Either two versions as Outdoor/Indoor, or separate item like a door).
Quote from: Haplo on October 08, 2013, 02:42:27 PM
Windows: The occupant of the room is a bit happier as he can watch the outside, and you can shoot out of it, defense as a sand barrier (pos. or neg.)
Buildings
Wind Generator - works day and night, cheaper to build, lower power output (an average, instead of having to track of wind speed), 2x2 size (like a turret).
Build the Research Tree (http://ludeon.com/forums/index.php?topic=10.msg1737#msg1737). At the very least, you could figure out what branches you want available and set them up. No need to actually add any new research items, just set the basic layout in some way. That would let us suggest things that fit your ideas better.
Cheaper, eh?
- Trading beacon: Makes trading ships come by more frequently during the light season. Maybe can be configured to only make certain types come by (like the graves can forbid certain corpses)?
- Solar Efficiency: A research project to bump up the efficiency on solar panels.
- Street lamp: A big light for outdoor use.
- Planter: A big version of the potted plant (4x1 rectangle?) that beautifies a larger area.
- Fancy walls: More expensive walls that make the area "prettier".
- Armored turret: Defense turret with more HP.
- Decoy turret: Cheap turret with low HP and reduced accuracy.
How about new ores, they would all count as metal when mined but look different in game and require more/less time to mine.
You already have grenades, how about landmines? You would build it like a turret and it would detect enemies (only at a much shorter range) and explode instead of firing. Actually most of the code could just be turret code.
Rock pile/wall basically a sandbag wall only its stacked rocks and holds up a little better to explosions.
Bigger battery, does the same thing as the small ones but holds more power.
Prison door, only lets colonists in and out.
Dartgun, doesn't kill raiders. Takes several shots to capture enemies
Fence and gate (same as a door), keeps animals out of crops
Good stuff up in here!
Gravestones on the graves that say how the person died and lists their name.
Being able to hunt and cook (grill/fire pit) animals. (might be going deep on this part but being able to gate up animals having them breed so you have have a supply of meat and not have to grow or harvest crops.
Items
- Hanging lights
- Bigger doors. 2 units big
- Restrooms
- Laser turret
- More animals. maybe alien like
- Different building materials
- Flame thrower
- Med bay so people just don't heal while in bed
- Different kinds of food
I have a lot more ideas but most are cosmetic and without an artist I'm not sure if you wanna spend time on it.
example: nicer walls, flooring more plants/trees.
* Ditch: It would really just be an aesthetic thing that would work something like a poor-mans version of the sandbag (similar movement costs, less cover provided) but not require resources to build -- aside from time I suppose. And perhaps much later down the track it could be utilized for irrigation etc. But for now, just a plain old dirty ditch.
* Anger the Herd: I am not sure how your muffulo act in game, but if you shoot one dead it'd be rad to see at least one other muffulo get angry about it.
* Menacing Spikes: I see you have a gibbet cage or whatever, perhaps some additional things to increase fear.
* Noise Maker: Increases fear. (I'm thinking tribal warnings, rather than electronic).
* Dust Storm: I saw on one of the vids that people were tracking sand around (or filth or something?). Perhaps a Dust Storm increases filth or whatever in exterior areas.
* Wash Basin: Can be used to remove filth.
* Personal Locker: claimed like a bed, increases happiness.
* Reinforced Door: A more expensive door that is harder to breakthrough.
* Inquisitive Squirrel: It's taken a liking to your "Home" area. Depending on your current ability to attack things other than colonists, perhaps it could also be incredibly curious about trying to eat your power supplies...
* The Creep: A plant that increases the rate that you get sleepy within its radius.
Bunker Walls - Walls with double HP, that have "Gun Ports" the colonists can shoot through.
Fire Trench - A trench that slows movement that you can set on fire to really screw with the Raiders.
Furniture add-ons -
Small 1x2 table,
Double sided equipment rack (2x4),
Smaller Nutrient paste Dispensers,
Larger Solar Panels (maybe research-able),
Privacy Screen (cheaper then a wall to separate beds, but less effective then separate rooms.),
Sofas?,
Some different potted plants for visual variety,
Maybe some colored furniture for more "pretty environments" (again that might need research).
Difficult to dig/undiggable rock -- When digging deep into rockface, you might get to areas that are harder or impossible to dig. The limitations could be overcome with higher pickaxe tech.
CB/portable radio tech -- Allows a colonist to have social interactions when not next to other colonists. (Takes up the weapon slot maybe?)
Workbench -- Allows a colonist to improve equippable items, like weapons.
Melee weapons -- Gloves, brass knuckles, bats...
I have a question: implementing in the game a sewer system is difficult? I already written an example in another post:
Quote from: Starkiller on October 08, 2013, 02:28:18 PM
Sewer pipes are similar to electric conduits (already in the game), connet on one end to toilets and the other to a black water tank; so you have a simple sewage system. Add some other thing like a "Hi-Tech something purifier" for clean water reclamation and maybe a few "algae-vats" for food or biomass production ; then you have a waste disposal/recycling system. Otherwise you can simply dump it somewhere. A grey water removal system maybe is an overcomplication, so the showers (for health and morale) could be linked to the sewer.
Maybe this isn't the right place to ask, but i really want to hear Tynan's and other's opinion on this subject.
Aside that, here other ideas:
- robotic surgery table (like in Prometheus film): rapid healing, basically a type of bed where you can't sleep with another skin.
- 3D printer: faster equipment production, similar to a workbench.
- walls and/or ceilings lamps: providing illumination without taking space.
- refrigerator/"stasis pod": long term food and other perishables (like dead bodies) storage.
- vat grown meat - like hydroponics but giving more energetic food.
Colonist behavior :
*Sadism / "dark minded" : People with this stat are not bothered by dead bodies, or watching people die, and can in fact gain happiness from it. Could also make them more prone to mental breaks of a violent nature, or frightening people around them.
*Animal person: Can have limited control over some animals (yaks, boom squirrels) Not guaranteed, but could for instance convince yaks to haul supplies, or even convince boom squirrels to help in combat on rare occasion. Down side could be wasting food on animals.
*Pyro : Enjoys the sight of fire and flames, seeing them will brighten the persons mood, and perhaps has a combat bonus with fire weapons. may try to play with fire on occasion if on a mental break though. (lighting fires at random)
*Night owl : person prefers being up at night over daytime, has chance of having their mood better for being up late.
Items :
*Fire bombs : similar to demolition charges, but can start fires.
*Fire extinguishers: carry-able items which give a bonus to putting out fires.
*Tranquilizer gun : A weapon with a high chance to take someone alive. Low damage and lower range, but good for capturing alive.
*"hardened" wiring : A much more expensive wiring setup, but is immune to solar flares, and perhaps resistant to explosions / fire.
*Towers / elevated platforms : Provides combat bonus of better aim from high vantage point, as well as being harder to hit. If the tower is destroyed while someone / a turret is inside it, the person / turret dies, or is injured horribly from the fall.
I thought of a few more as well:
- Clothing dye
- A recall button in an attack that cancels all orders and brings your colonists home
- A draft all button (Or draft all but "Incapable of: Violent")
- More carpet colors, or simply a color wheel when you click on carpet so it can be a range of colors (I love dark purple!)
- Nickname option: Allows you to change colonists on screen name
- Power conduits can be built on top of, can be laid under existing objects
- Carpet can be placed under already built objects
- A "dismantle" option similar to PA that lets you dismantle an item and put it in storage so you can put it somewhere else, rather then sell and rebuild
- First Aid Kit - I noticed that some kind of MedKit is already there. I guess it is used to heal patients faster. First aid kit would stop loosing health of unconscious colonist so that they won't die while you are dragging them back to the base.
- Kevlar vest or something like that - better chance of falling unconscious rather then dying.
- Conti027 mentioned Med bay - that's a good idea!
- stun grenades
- aggressive plants - like those in Fallout
- the game definitely needs more resources than just metal. Oil? - to power up oil generators, polymerize plastic. Plastic would be required to build decorative items which improve happiness.
- cemetery (high capacity) instead of individual graves
I second the common grave. My cemetery is taking ridiculous real estate, and only for pesky raiders.
Quote from: Hypolite on October 09, 2013, 02:50:37 PM
I second the common grave. My cemetery is taking ridiculous real estate, and only for pesky raiders.
What about a mass grave?
A cemetery is a little too respectful for raiders and it's more of a place than an object.
Quote from: AspenShadow on October 09, 2013, 02:54:17 PM
Quote from: Hypolite on October 09, 2013, 02:50:37 PM
I second the common grave. My cemetery is taking ridiculous real estate, and only for pesky raiders.
What about a mass grave?
A cemetery is a little too respectful for raiders and it's more of a place than an object.
What about a crematorium? You can keep individual graves for colonist and burn all other dead bodies.
Racism - If the relationship module makes it then have different races for the randomly generated characters. If a character has the Racist trait they get a massive penalty to relations with characters of X race.
Quote from: Adamemnon on October 09, 2013, 02:56:56 PM
What about crematorium? You can keep individual graves for colonist and burn all other dead bodies.
Once again it's more of a building and someone's already conceived of an incinerator for that same use as well as fulfil others.
...I'm really not sure about Racism, it's too much of a sticky subject for me to get involved in but I'd be against it going in the game I think. All colonists are born equal and atm don't have races, it'd serve no real purpose to give them a race as skin colour doesn't affect who they are.
It's a real thing though and could be an interesting story telling option, and wouldn't be hard to put in. I am a fan of colonist in-fighting and tension. After 5 months in close quarters with 5 or 6 other people you aren't going to be best friends with them in most cases.
Smoke grenades â€" Some means for raiders to obscure their movements and gain ground without getting slaughtered.
Perhaps on this note, flashbangs, etc...
I saw a youtube assault where the raiders just walked through a fatal funnel. They should have more strategic options. (Might sound costly, but this game is built on a strategic-shooter framework, no? So these things should be in already).
Also, less-than-lethal weapons to 'increase recruitment'
Powerless walls.
When building a large enclosed structure, the game comes up with a prompt saying you cannot finish the roof due to it being too far away and to add support. If you add a single wall block, you get a constant message saying that you have a disconnected building. If we had a powerless wall that could be used as a pillar (cheaper than regular walls) it would help this problem.
Quote from: Blitzkriegsler on October 09, 2013, 03:58:58 PM
Powerless walls.
When building a large enclosed structure, the game comes up with a prompt saying you cannot finish the roof due to it being too far away and to add support. If you add a single wall block, you get a constant message saying that you have a disconnected building. If we had a powerless wall that could be used as a pillar (cheaper than regular walls) it would help this problem.
I actually disabled this warning for walls entirely in the latest build after seeing this in some Youtube vids.
Tynan, glad to see you're taking easy to implement ideas. Having a lot of small elements together could add a lot of depth to RimWorld, and make for some interesting details in stories. A couple of thoughts on this thread:
1. People without programming experience might not understand what's easy to implement and what's not. Tynan did a good job pointing out things that require extra behavioral planning or entirely new mechanics are not cheap. There have been a lot of good ideas in this thread, but some of them are pretty complex.
2. Having too many elements or variations visible to the player could be overwhelming or unapproachable to new players. An example from Dwarf Fortress: there are numerous different types of metal ore. 99% of the time the existence of separate Hematite, Limonite and Magnetite instead of just a generic "iron ore" serves no purpose other than to confuse new players.
As for cheap ideas, one I haven't seen mentioned yet:
EMP Grenade - grenade that only damages electronics. Hopefully easy to implement like the Molotov.
Otherwise there seem to be a number of good ideas already posted by people who have presumably played the game. Something like a common grave seems like it should be easy if graves already exist. Also I think GC13's idea of Bed Ownership - Wounded would be good if the ownership behaviors already exist so it only took an "if (wounded)" branch or such.
I'd like position markers (like the home zone, only one square size per click) to be occupied if attacked.
So you build a sand barrier and mark three squares behind it like this.
If an enemy attacks, three fighters try automatically to man up these positions.
Additionally a retreat zone, where non fighters retreat to, while an attack is occuring.
With this you can build some tactical defenses before the fight and don't need to micromanage everything manually while the attack occures.
OK, I'm not sure if this really qualifies as a cheap idea... :)
Quote from: Haplo on October 09, 2013, 04:44:13 PM
I'd like position markers (like the home zone, only one square size per click) to be occupied if attacked.
So you build a sand barrier and mark three squares behind it like this.
If an enemy attacks, three fighters try automatically to man up these positions.
Additionally a retreat zone, where non fighters retreat to, while an attack is occuring.
With this you can build some tactical defenses before the fight and don't need to micromanage everything manually while the attack occures.
OK, I'm not sure if this really qualifies as a cheap idea... :)
This is always useful. Just generally more zone markers and stuff for planning and organizing your colony in multiple circumstances. Being able to set bed ownership, medical beds, etc.
Showers to remove dirt.
Emergency Power and Backup power supply - Simple you can switch batteries between normal and backup. In Normal the have a yellow bar, in backup a blue maybe.
And you can designate every energy consumer if it works only on normal, only on backup or on both.
For Example:
You are defending your underbround base and your energy is getting low, cause your gerneratores are destroyed. your batteries are empty and from now on, all the turrets you had designated are running on the backup batteries. everything else is powerless.
(hope you understand what i mean)
grettz
Miles
I've just seen the video of Das24680 and seen that you use kJ as the unit for the batteries, but W for power consumtion of turrets and lights.
Most people can't really guess how long the batteries will supply a turret when fully loaded.
To get a better comparabillity how about using Wh instead of kJ for the batteries? (3600kj = 1kWh = 1000Wh)
So... Batteries have 26000kJ => around 7222Wh => It can support 7222 W for the time of 1 hour...
(I know, I know,.. it's not really importent, but it is easier to guess the supply-time when the unit is similiar than to look up the conversion Joule <=> Watt and it's something that catched my eye :) )
Agreed, I was guessing how long it would last by guesstimating the rate at which batteries were used. A more convenient unit is cheap to show, and adds a little bit comfort.
How about I switch it over to Wd (watt days)? Just because smaller numbers are nicer and an "hour" is a bit ambiguous in this game anyway.
Thanks everyone; some of these ideas are quite good (especially the ones that address specific issues in the game as it stands).
Wd (watt days) would be fine, I think.
I haven't played the game, just watched videos, so this may already exist:
mouse-over over turrets should show their radius.
Quote from: huxi on October 09, 2013, 07:23:01 PM
mouse-over over turrets should show their radius.
How about when selected? I can do that...
That would definitely be handy for planning defenses.
so i noticed you seem to only be able to haul rubble, how about being able to destroy it too? maybe as a added use to blast caps. alternately maybe allow colonists to mine it, this would clear it but also give a low % change to yield a little metal.
bodies should attract boomrats, if you don't clear/bury them they attract boomrats and if they are close to your buildings that could be dangerous.
raiders don't seem to seek cover, at least not in the youtube videos i've seen, maybe they should. i don't know if this would make the game too difficult.
Quote from: salt1219 on October 09, 2013, 07:42:02 PM
so i noticed you seem to only be able to haul rubble, how about being able to destroy it too? maybe as a added use to blast caps. alternately maybe allow colonists to mine it, this would clear it but also give a low % change to yield a little metal.
bodies should attract boomrats, if you don't clear/bury them they attract boomrats and if they are close to your buildings that could be dangerous.
raiders don't seem to seek cover, at least not in the youtube videos i've seen, maybe they should. i don't know if this would make the game too difficult.
You can blow up debris if you really want. But they're not supposed to be easy to get rid of. As for raiders, they definitely seek cover.
Radius on select makes even more sense since this would work better for future touch device versions.
Quote from: Tynan on October 09, 2013, 07:44:07 PM
Quote from: salt1219 on October 09, 2013, 07:42:02 PM
so i noticed you seem to only be able to haul rubble, how about being able to destroy it too? maybe as a added use to blast caps. alternately maybe allow colonists to mine it, this would clear it but also give a low % change to yield a little metal.
bodies should attract boomrats, if you don't clear/bury them they attract boomrats and if they are close to your buildings that could be dangerous.
raiders don't seem to seek cover, at least not in the youtube videos i've seen, maybe they should. i don't know if this would make the game too difficult.
You can blow up debris if you really want. But they're not supposed to be easy to get rid of. As for raiders, they definitely seek cover.
cool, i didn't know that. guess we had the same idea :)
A way to empty your Dumping Area.
A junk/salvage trader will take your trash off you for a price.
Edit: Fire extinguisher!!!!!
Unfortunately I haven't played but from Youtube videos it seems like fires can be a big problem.
Fortifications, like sandbags but impassable.
Quote from: Conti027 on October 09, 2013, 08:06:50 PM
A way to empty your Dumping Area.
A junk/salvage trader will take your trash off you for a price.
Yes please, I had trash problem in my current game, had a few guys throwing grenades at the dump areas while other colonist were putting new stuff...
Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.
Quote from: Hypolite on October 09, 2013, 08:12:48 PM
Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.
Oh yeah, there should be more colors of carpet as well. All the basics (White, Black and Yellow) should be added for the purpose of making cool things on the floors.
Oh, another cheap idea:
We should probably temporarily move the discussion over to the Kickstarter comments section as much as possible since more comments increase the ranking on Kicktraq if I'm not mistaken. And Kicktraq means exposure. I found RimWorld that way and it's currently #20 on http://www.kicktraq.com/hotlist/ (#7 in the video game section). Top Ten would likely help quite a bit since it would show up on the start page...
http://www.kicktraq.com/projects/tynansylvester/rimworld/
Quote from: Hypolite on October 09, 2013, 08:12:48 PM
Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.
Yeah I mentioned that earlier, but I think having a color wheel would be better then having a ton of different set colors, so you can pick the color yourself. (Everyone has their own favorite colors)
Quote from: Pheanox on October 09, 2013, 09:03:50 PM
Yeah I mentioned that earlier, but I think having a color wheel would be better then having a ton of different set colors, so you can pick the color yourself. (Everyone has their own favorite colors)
Any kind of user interface requires some testing, but I think it would be worthwhile to develop a generic color selection interface that could be used for carpet, clothing, etc. Rather than a color wheel I would prefer to see a small number of preset options plus an RGB value input. 80% of players would probably be fine choosing from a dozen presets or such, while the RGB value input lets the other players use any color they like. A color wheel would work too though - it all depends on what is going to be most effective for the most players.
Quote from: Tynan on October 09, 2013, 06:39:58 PM
How about I switch it over to Wd (watt days)? Just because smaller numbers are nicer and an "hour" is a bit ambiguous in this game anyway.
Thanks everyone; some of these ideas are quite good (especially the ones that address specific issues in the game as it stands).
This seems like a decision of realism vs. user-friendliness, in which case I think you should always choose the latter. I definitely think measuring the power in days is a good idea. For batteries, since you already display the amount of stored energy and the capacity, wouldn't it be easy would it be to display a "% charged" value as well? That would save the player some math.
There won't be a color wheel because passing parameters like colors to a material means running a new draw call, which could push up the draw call count and destroy performance in cases with a good number of varying colors.
Anyway - back on topic! More cheap ideas, I love 'em!
@Tynan how about a short list of restrictions such as the draw call, that way we can make better suggestions
here's a quick one. make a new selection type, its like a mining area but it marks the area as a blasting area, mining in a blasting area would use up metal equal to the number of caps required to blow it up.
Quote from: salt1219 on October 09, 2013, 11:44:51 PM
@Tynan how about a short list of restrictions such as the draw call, that way we can make better suggestions
Well, drawcall stuff is pretty technical; there's no need to go that deep. A cheap idea is just a really simple variation or re-use of existing systems. Ideally something I could write in a handful of hours. That's all I'm after.
- "No Go Zone": Allows you to forbid areas of the map so that colonists won't go there.
- Can you add equipment / items that you use the weapon slot? I'm thinking basic things like Hoe, Pick, Hammer to give a bonus to farming, mining, construction.
- Corpse Skeletons: I see corpses have a "dead since day03" or whatever tag. Perhaps after a little while the corpse art asset can be swapped for a skeleton.
- Random Skeletons: I like the idea of finding random skeletons already on the map when we arrive. Who were they, how did they get there, how did they die, can we avoid their fate...
Quote from: Tynan on October 09, 2013, 10:41:05 PM
There won't be a color wheel because passing parameters like colors to a material means running a new draw call, which could push up the draw call count and destroy performance in cases with a good number of varying colors.
Anyway - back on topic! More cheap ideas, I love 'em!
Well I'll hope that purple is added in to the color option of carpets then! Didn't realize it would be that involved.
Modular turrets.
Instead of a whole bunch of different turrets you put down a turret base and have different shooting mechanisms that go on the turret base.
Once again I'm not sure if this is too complex but you have to research the different shooting mechanisms.
Your start off with a extremely basic slow shooting mechanism.
More turret mechanisms could be..
Laser
Flame Thrower
Machinegun
Mortar
Cannon
Shock
Shield
Railgun
etc.
I think I might be missing the whole idea of Cheap ideas. hahaha
but I'm hoping my ideas are still pretty cheap.
Molecular Recycler - Just use a recolored Paste Dispenser for the art, Colonists can bring it stuff like weapons, corpses or dead animals. It spits out either metal or food, which ever is appropriate. It would need a series of check boxes like a Dump so you can chose what you want to recycle.
I thought of this because I had 30+ guns lying on the ground, 26 in equipment racks, and all my colonists were armed. And it had been two cycles since a ship that could buy them had been by, and the last one only had enough money for 4 pistols. And I wasn't in the mood to waste a ton of metal on 15 more equipment racks. And that's not to mention the 10+ dead animals, and the 50+ dead raiders.
How about some Easter eggs from the four prototypes.
They could be super rare random events or cheat code activated.
- a lost college student wants to join your colony or frizbee golf team, what ever he's up for anything.
- government agents arrive and attack
- zombies attack
- ( not sure what to do with the starship builder)
The beauty of these is zombies and such should still be in your code somewhere
Quote from: Tynan on October 09, 2013, 10:41:05 PM
There won't be a color wheel because passing parameters like colors to a material means running a new draw call, which could push up the draw call count and destroy performance in cases with a good number of varying colors.
A color system might be too costly to worry about in this thread. However, I think it would be good to see in the future. I don't know how the objects in the game are implemented, but here was my understanding of how something like this would work:
- Start with a generic carpet object
- Have a user interface that allowed the player to choose a color
- Pass that color to the carpet constructor to instantiate a new instance of the carpet object, loaded into the slots of the yellow/blue/etc. carpets now.
That way seems like after the colored carpet is created it would function identically to the current carpets. Or am I not understanding the implementation?
Anyway, back to cheap ideas:
Trade Interface - The click and drag functionality of the trade screen is unique, but anything that takes time for numbers to increase seems like it would run into scalability problems with large values. I think the most effective solution here would be to let the player input the values via keyboard, but that would require constraints and some testing. What about having "Trade Half" and "Trade Max" buttons? Similarly, People and Weapons could have a "Buy All" button.
It seems like those should be easy to implement, and they could save players some time and effort.
Quote from: SpaceEatingTrex on October 10, 2013, 07:39:27 AM
That way seems like after the colored carpet is created it would function identically to the current carpets. Or am I not understanding the implementation?
The current system is
1. Load associated image from sprite
2. Display
Your system would be
1. Load a texture image from sprite
2. Color it according to the stored color
3. Display
It may not seem much more, but if you have a 100x100 surface covered in carpet, the first way would be:
1. Load the 3 carpet images from sprite
2. Display 10 000 times any of those images
= 10 003 operations, 3 images in memory
With color selectable carpet, it becomes:
1. Load the texture image from sprite
2. Load 10 000 selected colors (even if it's the same for each)
3. Paint 10 000 times the texture (could be improved with a cache system, increasing complexity)
4. Display 10 000 times the painted image
= 30 001 operations, 10 000 image memory needed, optimization work needed, etc...
Statues!
Immortalize your favourite colonists by placing a gray/stone-ish version of them on a plaque.
I have another 2 that should be quick and easy.
The first one comes from me having a wall against the edge of the map that had a comm center in front of it. I could not repair the wall in the middle block behind the comm. My suggestion: increase the repair distance to 2.
The second suggestion is basically the same, but relates to fire. I had lightning strike the center of one of my solar panels. I could not put the fire out in the middle of the panel. Suggestion: increase the firefighting range to 2.
Fire produces light, that should be good for your power :P
Yes I agree 1 extra range would be awesome and would solve some of the building/pathing issues
+1 to Blitzkriegslers suggestion.
I saw your fight and was pretty sure that this would be the end of your colony. :o
Keep up the awesome videos!
Alt + Tab friendly - Make sure it doesn't crash if you Alt + tab out.
Sooo many ideas floating around in here, great stuff. There are quite a few ideas floating a round concerning the dead, at least the burials of them. How about a Mausoleum type building that can be built to house the dead, but also adds a positive bonus towards the colonists. It could house "X"bodies and be built through tech or such.
A mechanic dealing with undead could be interesting, as well as lead to some interesting stories. ;)
Quote from: Hypolite on October 10, 2013, 08:03:45 AM
Quote from: SpaceEatingTrex on October 10, 2013, 07:39:27 AM
That way seems like after the colored carpet is created it would function identically to the current carpets. Or am I not understanding the implementation?
other stuff
It has to do with the properties of graphics hardware. Modern graphics hardware is very, very fast at processing huge data sets (millions of triangles and pixels). However, it is very, very slow at changing the parameters of that processing. The most important of these parameters is the material that is being used.
On "draw call" is of the form "draw this mesh using this material". There are two costs to the draw call. The first is setting it up - a fixed cost having to do with changing to a new mesh and a new material being drawn. The other is actually drawing the stuff, which is a cost that gets larger as the complexity of the mesh/material increases. However, meshes and materials have to be extremely complex before they start slowing down the system. In RimWorld, by far the most important rendering cost is the fixed cost of every draw call. To reduce this cost I actually combine all the non-moving meshes in each 17x17 square of the map into one dynamically as they change, so I can draw them all at once.
The thing with carpets with a color picker is, the only way to implement this is to create a generated material with a color parameter. But then, if the player makes carpets of many different colors, they could force the machine to run a draw call for every different color, which, in bad cases, could destroy your performance.
Anyway - I'll add more carpet colors eventually, I think. Perhaps patterns!
Back to the cheap ideas!
So the paste dispenser, dishes out paste so the colonists will have energy to accomplish tasks. How about reversing the polarity. A food processor that converts food stuff into energy.
What about a mechaboom rat. Functions as a mad boomrat but will not go off unless near an enemy and not in the home area.
Large door. Something that covers 2 cells. 'Nuf said.
Cheap ideas are hard to think of. XD
Make unarmed colonists who have been drafted automatically repair turrets (not walls or sandbags).
Oooh a hospitality suite, that's a great idea!
Quote from: FangoWolf on October 10, 2013, 01:28:53 PM
So the paste dispenser, dishes out paste so the colonists will have energy to accomplish tasks. How about reversing the polarity. A food processor that converts food stuff into energy.
Oh wow, when I started reading that, I was sure you were going to finish with "How about a food processor that converts colonists into paste".
Which... might be a decent gameplay idea. In a pinch, draw straws as to who gets to take a trip to the Soylentnator?
Can cover affect structures? An example would be if you pile sandbags against a turret (or close to it) will it be harder to hit? If not, it should. right?
Quote from: Dejix on October 10, 2013, 06:45:35 PM
Can cover affect structures? An example would be if you pile sandbags against a turret (or close to it) will it be harder to hit? If not, it should. right?
Sandbags do provide cover for turrets.
Quote from: GC13 on October 10, 2013, 04:30:05 PM
- Bed ownershipâ€"Travelers: Allows you to make a hospitality suite. Travelers will stay the night, maybe tipping you for courtesy or joining you (I guess depending on the Happiness they get as a result of their stay?).
That's a great Idea! The travelers should have to pay 10 money to stay the night.
You could also make equipment racks that "sell" weapons and such to a passerby, or a food paste dispense to sell food, (but I'd say it can't be the same one for the colonists).
Then you'd could have a hotel, a store and a restaurant. A whole new way to earn money and a new focus for your colony, especially when playing with Phoebe Friendly.
An option to smooth mined walls.
Ability to build earthen(underground tile) walls.
farms on individual ties instead of one big farm, different types of food for each dispenser, windows, hair style that gives bonus points.
EDIT: flame thrower, or just go tell someone to go start fires, just to annoy raiders! your friends!
BOOMRATS:
Boomrats chew your power conduits, then explode once they get through the rubber (or whatever coats them)
Boomrats occasionally try to nest in your geothermal power generators when they go offline and when re-enabled BOOM!
Boomrat infestation, Boomrats start breeding VERY prolifically...
Strange Boomrat plague which results in mass boomrat insanity... this could be a problem.
Also i think a giant aggressive squirrel should be implemented.
A lightning rod that prevents lightning damage in the surrounding area?
Modify the Overview window so that it also shows what weapon the colonist is equipped with.
<Tim sticks his head into Colin's room>
Tim: "Colin, i just wanted to thank you for burying all those raider corpses, you never seem to complain and i.... "
<Tim points at a table full of alchemical equipment and a sack of potatoes>
Tim: "whats that?"
Colin: "What's what? Oh, um, that. It's, ah, for research.... ing?!"
Tim: "Colin, are you making moonshine?"
Colin: "No, I'm, ah.... Yes. Don't tell anyone."
Tim: "Never mind that, where did you get the coin for the gear?"
Colin: "Raider Wallets."
Tim: "Ahhhhh, so that's why you never complain about digging graves."
Colin: "Your not going to tell everyone are you?"
Tim: "No."
<Tim turns to leave, then stops and smiles.>
Tim: "Let me know when the first batch is ready!"
Cheap idea's:
Burying Corpses nets 0-10 credits
Moonshine distillery: Increases happiness, decreases all skills a little.
...chance to cause blindness. =P
A farm which is more efficient and where you can grow more crops on
When Raiders arrive, during their staging period, allow the colonist to contact them via the com system so they can try to bribe them to make them leave without a fight.
You could make so the raiders have a specific set of demands, that if the colonist can't comply they'll be attacked as usual.
This could allow players to develop a less bloody strategy.
I'm not sure what's cost effective as I'm Fifteen and the only scripting knowledge I know is Pawno, for San Andreas Multiplayer where all of the functions are premade for you--... Anyway onto my idea.
I believe this is cost effective as it's essentially a tile that script wise just freezes the movement of the AI, changes the sprite to a different animation and allows a simple interaction. My idea is called the Pit, and is essentially a trap for not only animals and inspires hunting but may be great as defense for your base. There's two ways this can go, I believe the first is more cost effective or time effective.
The first way is that the drop of the pit is so low that it knocks the enemies unconscious, where you can simply just implement the pre-made capture system. However then for those picky users, like myself, you have to find a way for you to realistically pull a body from the pit instead of just teleporting him out.
The second way will take a whole new system, where when the enemy drops they are still conscious and can fire up out of the pit they are in and you can either leave them to rot or attempt to capture them with a chance of getting shot.
It's simple but I think it'll play a large part in defense mechanicsms and can go even futher. Such as camoflauging the pit may only work on grass land and enemy detect it on sand or other materials. Perhaps you can implement Z-Levels so they drop into a premade prison!?
Quote from: walti921 on October 11, 2013, 01:25:56 AM
Boomrats chew your power conduits, then explode once they get through the rubber (or whatever coats them)
This idea seems like a great addition, but might take a deal of time and effort since it's a new behavior and a new mechanic. But it seems like it would be better as an occasional surprise than something Boomrats actively pursued. Maybe something like:
chewingWiresRoutine()
if (boomrat is within X distance of a power conduit && % chance)
//move to nearest power conduit and start chewing wires
Quote from: Spike on October 11, 2013, 08:22:18 AM
Modify the Overview window so that it also shows what weapon the colonist is equipped with.
Showing more information to the player is a good thing! If there's already a check in game to see which weapon a colonist is carrying, and each weapon already has an associated icon, it seems like it would be easy to run the check and display the icon.
Would anyone like to see
One Way Doors? The obvious application is a prison, but I think there are other uses like routing traffic and such. For people who have played the game, does this seem like something you would use? If a door normally opens by detecting colonists on either side is seems like it should be easy to cut that functionality in half, but if AI behavior has to be adjusted it could be more complicated.
What good does a one-way door do? A warden needs to enter the room to feed and speak to the prisoner right now, so you'd just need another way out.
When trying to think about whether your idea is cheap, be sure to consider: Will the AI need to act differently to handle this addition without seeming dumb?
For example - the reason I haven't put a dangerous sandstorms in the game yet is because it's much more expensive than lightning storms or fog. Not because the effects of the storm are any more complex - it's easy to make a system that harms everyone out of doors (since RW already tracks indoor and outdoor spaces). What's hard is making colonists respect that and avoid going outdoors. Consider the behavior implications of this. What happens if:
-A colonist wants to haul a piece of metal but there's a sandstorm and it is outdoors?
-A colonist is hungry but the only available food is outdoors? What if they are starving? What if they are warden and a prisoner is hungry or starving? Something has to happen, so what would it be?
-A fire is burning the colony outdoors?
-Raiders are staging an assault when the sandstorm comes in?
-There are more!
There are other implications too.
-Do raiders still land during sandstorms?
-If they don't, how does the AI Storyteller compensate for this lost threat? Does she hold onto it until after the sandstorm? But then that might create a weird high threat density just after the standstorm?
A good game designer thinks through all the implications of an idea instead of only those that are most obvious or interesting. So try to do that!
Boomrat wire-chewing would be affected by this. Yes, it's easy to make Boomrats chew wires. But what do colonists have to do to respond to that? What new notifications have to be given to avoid frustrating players? Is this notification spam? It's not a bad idea, but these things need to be addressed.
So - looking forward to more cheap ideas!
New weapons
Animals with one simple new behavior
Simple new raid types or raider types
New objects to have on the map at game start
i was thinking about animals, you mentioned that "aliens" would be genetically altered or evolved earth animals.
along those lines i would expect almost all animals to be common pets and farm animals.
unpopulated rimworld planets would likely be seeded with farm type animals.
I think adding a new type of grazing animal like a herd of pigs would be a good addition.
a chicken type animal would be good to, maybe it prefers to hang around your dump site and farms.
lastly i was thinking a lone predator would be cool, something that feeds on the local wildlife and is dangerous if it gets to close to you. maybe a dog that evolved from a domestic pet but went feral
Weapons:
i've said it before and i will say it again, tasers and other nonlethal options would be a great alternative way to capture raiders. how about a rubber bullet or bean bag firing riot gun? sadly i think these would require a knocked unconscious mechanic.
Map objects:
a random chance to have a small run down abandon building on the map when you start the game.
nothing big just one or two buildings 8x8 with 1/4 of its walls collapsed and maybe a chair and a table inside
Wall lamps/lights
A light source to put on a wall, Would be great when mining into a mountain or just to put in buildings
Quote from: Conti027 on October 11, 2013, 06:29:26 PM
Wall lamps/lights
A light source to put on a wall, Would be great when mining into a mountain or just to put in buildings
Chem-light a light that doesn't require power. this would only last about a day cycle and would be really cheap to make.
sunglasses that do nothing
A raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world. Assuming he has a sniper rifle?
Quote from: nomadseifer on October 11, 2013, 07:24:03 PM
A raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world. Assuming he has a sniper rifle?
You can also post this idea in the thread about new types of raids (http://ludeon.com/forums/index.php?topic=12.0) :)
Quote from: SpaceEatingTrex on October 11, 2013, 07:44:22 PM
Rough Terrain - Barbed Wire is an artificial structure that slows movement, should there be a natural terrain that slows movement?
Already exists. :P If you look closely at the videos, you can see that various terrain has movement penalties... sand, debris, all already works that way.
Nonlethal weapons is one of the best ideas in this thread so far :)
Breaking: Dildos in RimWorld! ;D
A Trader who sets up a contract deal with you. X money up front for Y amount of some resource every week for 10 weeks. You break the contract, trader sends a raid to take whats owed, with interest. Not sure if that would require an extra mechanic. Seems easy enough to me :)
You know what's cheap? Data Entry! I was watching Blitzkriegsler's LP (http://ludeon.com/forums/index.php?topic=190.0) and noticed things like Mineral has Health but doesn't say it can be mined for Metal. Just UI-wise there doesn't seem to be a way to tell the difference between Mineral and Rock. Similarly when selecting things like Muffalo it tells you what the Muffalo is doing but not what a Muffalo is.
I think having a "description" field in the display when selecting things would be a valuable, cheap addition. For example, Mineral's description could say "This can be mined for metal" and a Muffalo's could be "A large herbivore". These descriptions could help new players get acclimated to the game. Also, if you wanted to get fancy you could parametrize the descriptions to make them different for different instances of a thing (like having fat/thin, large/extra large, wooly Muffalo).
Instead of running away the raiders could feel hopeless and just give up they would put there hands up (too circles around there body in the air) and wait for you to capture them or kill them.
When something crash lands sometimes there are survivors.
Being able to decided on what priority of the stuff the colonist do, able to set that priority different for each one.
I noticed lightning rod as a suggestion somewhere but what about lightning farming or harnessing? There is a lot of juice in one of them Zeus bolts that could power some nice stuff.
Quote from: Tynan on October 11, 2013, 07:55:52 PM
Nonlethal weapons is one of the best ideas in this thread so far :)
On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!
Quote from: StarGazer on October 12, 2013, 07:20:44 AM
Quote from: Tynan on October 11, 2013, 07:55:52 PM
Nonlethal weapons is one of the best ideas in this thread so far :)
On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!
if we eventually get to raise animals, being able to lasso them and bring wild ones to your pen would be useful.
hopefully in the next few builds muffalo and squirrels will provide meat.
just thought this one up.
dense vegetation:
it works like a man-made wall in that its impassable, casts a shadow, can be burnt down.
they would come in clumps and be naturally occurring, colonists can remove them with the cutting plants option.
maybe even let them be a plant-able item.
this could work as a cheap wall that pirates need to burn down or just a cool cosmetic feature. (hedge maze anyone?)
micro solar panel
a smaller solar panel that takes less space than the ones already in game
thinking that either 4 or 9 of them take up the same space as a large but wont ever produce more power combined than a large.
could also make the large one research-able and the small ones available at the start
Quote from: SpaceEatingTrex on October 12, 2013, 02:58:12 PM
Animals spawn food when killed - I've noticed watching LPs that player can bury Muffalo corpses, but other than that and psychotic animals there doesn't seem to be much interaction with wildlife. If animals spawned food on death it could make hunting a source of food. It also sets up for a future introduction of different types of food, like vegetables and meat.
Sims-style speech bubbles - Tynan has written a number of blog entries about game design, and in this one titled "The Simulation Dream" (http://tynansylvester.com/2013/06/the-simulation-dream/#more-729) he mentions the effect conversations in The Sims series have on players. Should we use the same kind of thing when Colonists talk to each other, with a speech bubble and some image of the conversation topic inside? That wouldn't have to change any behavior, just display extra graphics.
Chemical/Persistent Fires - Fires that don't extinguish unless a colonist puts them out.
I read that article too. i think the thought/speech bubbles should be a mix of symbols and emotes.
that way you can get a idea of what they are talking about and a way to instantly recognize their mood.
emotes -happy, sad, hurt, scared, bored, tired.
cloud/sun -talking about the weather
hamburger -hungry
skull -danger/death
just a few ideas, great idea SpaceEatingTrex
don't know why i didn't think of this before (maybe its already been mentioned?)
wind turbine
-an alternate source of power, runs day and night, needs wind to run.
a slide bar for difficulty before starting a game
Pointless Items
I actually like having items in games that serve little to no purpose. For example a piece of meteorite you can pick up. It does nothing, but hey, maybe I can start a meteorite collection.
A random animal or human skull out on the plains that you can pick up. You get the gist.
They can be sold by trade ships as a novelty and to add more depth to the game.
Incinerator
Should be quite easy to add. Every time an item is deposited in an area / machine it is burnt and destroyed.
Watching Blitzkriegsler's video playthrough (http://www.youtube.com/watch?v=AxVq_b6MMG8), he had a lot of rabid animals. On one, he clicked outside of the message area, closing it, and had no way to see where the affected animal was (at 14:25). So...
* Message Log: A timestamped log of events, with the option to "go to" the area of the most recent few.
in the main menu... put a "Quickdraw" button (in keeping with the western theme)
i dont want to know what storyteller i am getting... or who my colonists are... or whatever else there is to choose... make it all random and drop me off
This is in response to the 2013-10-09 build that Blitzkriegsler is currently playing.
It seems like searching for the person with the highest level of something is a bit cumbersome. I think it would be nicer if the overview had the option to sort the colonists by selectable skill level. The current UI is also hiding that info behind mouse-overs which won't translate very well to touch devices. It would be better if those values would be visible all the time, even for non-touch devices. More information at a single glance.
I don't like the change that the weapons people are carrying are only visible as an icon if the people are already drafted. This makes it harder than needed to find people with a certain weapon.
Not sure if something like this exists already but it would be nice if there was some keys to toggle through all the colonists. This should center on the currently selected colonist and show its stats.
Quote from: Rhok on October 13, 2013, 12:05:53 PM
in the main menu... put a "Quickdraw" button (in keeping with the western theme)
i dont want to know what storyteller i am getting... or who my colonists are... or whatever else there is to choose... make it all random and drop me off
I like that Idea! You will probably get a lot of youtubers playing with a randomly generated colony
Not sure if any of these have been suggested already:
- Forcefield doorways that can be calibrated to only let certain people through and damages or incapitates those who aren't
- Cloaking devices and silent weapons - for stealth tactics
- Mounts - tameable animals that you can ride for an advantage in combat, carrying more items on long excursions, add an auto turret to or attach an explosive to and use a decoy against enemies
- Riot shields
- Traps - ranging from primitive spike pits or nonlethal nets to advanced laser grids and mine fields
- Deployable drones that assist in combat, can specialize in healing or providing shields or just be weaponized
Adding a new trader, one who can instantly sell you a piece of research, maybe a science vessel that buys metal and food, but sells research and advanced weaponry.
I'm not really sure where this would fit, and didn't want to start a new thread. So I'll throw it in here...
Watching Blitzkriegsler's live stream, he commented about wanting to relocate the stockpile but not having the resources. I think it might be better to not have the game place anything at the start other than the crash pods dropping. No bedrolls, stockpile or dumping areas; instead boost the starting resources the player gets, and give them a few tutorial pop-ups (with toggle to never show again) to place the needed infrastructure. This way you could crash on the map, colonists get out, game auto-pauses, and you can decide where you want to start.
*Hardened conduit : Harder to blow up, and is insulated enough that the current works even in solar flares. Much more expensive though.
*Industrial grinder : Grind up stones for a small return of scrap, or bodies for food. Grinding up humans for food is doable, but has a huge effect on loyalty, happiness, and fear.
Quote from: Jojomon on October 14, 2013, 01:32:27 PM
*Rattlesnakes*
Just wanted to second Jojomon's idea because a Rattlesnake-like creature would fit the setting so well! Since the Biome module seems like one people would really want to see, this might be something to consider in that context. For example, rattlesnake-like and coyote-like creatures would be fitting in a desert biome, while anacondas would fit in a jungle biome, etc.
rattlesnakes could hide in shrubs, it would make for a random encounter when clearing plants
More wall types would be pretty cool i did set up a suggestion thread - http://ludeon.com/forums/index.php?topic=253.0
Melee weapons!
Knife:
Damage: 25
Recharge Time: 2 seconds
Found: Uncommon. From raiders or around the planet.
Baton:
Damage: 10
Recharge Time: 1.5 second
Found: Common. From raiders or around the planet.
Fork:
Damage:15
Recharge Time: 2 seconds
Found: Uncommon. From raiders.
Chainsaw:
Damage: Instant death(By ripping head off or torse)
Recharge Time: 5 seconds
Found: Rare. From special raiders(Unknown if will be added)
Pencil:
Damage: 5
Recharge Time: 0.5
Found: Common. From raiders or around the planet.
Rock:
Damage:10
Recharge Time: 2 seconds
Found: Common. From raiders or around the planet.
Survivors or raiders can carry only 10 rocks.
Hammer:
Damage:20
Recharge Time: 3 seconds
Found: Rare. From raiders.
Screwdriver:
Damage:10
Recharge Time: 1.5 second
Found: Uncommon. From raiders.
----------------------------------------------------------------------------------------------------
Weapons:
Mortar:
Damage: 50
Recharge Time: 10 seconds
Range: 32
Accuracy: 2
Price: 2.500
Found: Rare. From raiders.
C4:
Damage: 25
Recharge Time: 1 second
Range: 5
Price: 500
Found: Rare. From raiders.
*Blast doors - High hp, can only be opened and closed from a terminal. Used for Bio hazards or Raider attack.
*Neurotoxin - Poisonous gas that will slowly kill all entities near it. Can only be used indoors. Used against raiders or for conspiracies.
*Slave chains - So they know their place. Decreases movement speed and unable to use weapons. Increases time they can be awake to work. More fear = Increased movement speed (still encumbered compared to unchained) + Increased wake time.
*Space Fungus - If a body is not buried, has a low chance to reanimate and attack closes npc.
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
Quote from: dustindps on October 15, 2013, 06:30:09 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
this is a top down game, i don't think that would translate well.
Quote from: dustindps on October 15, 2013, 06:30:09 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
Quote from: salt1219 on October 15, 2013, 07:18:58 PM
this is a top down game, i don't think that would translate well.
salt1219 brought up a good point - if pictures were hung/built on a wall they could be impossible to see most of the time. However, I think RimWorld would really benefit from from generated objects like Dwarf Fortress' statues, engravings and etc. That is to say, pictures could be of animals, plants, landscapes, colonists, etc. Those add a lot of style and fluff to the game - some of the more memorable moments in Dwarf Fortress come from them.
Quote from: salt1219 on October 15, 2013, 07:18:58 PM
Quote from: dustindps on October 15, 2013, 06:30:09 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
this is a top down game, i don't think that would translate well.
What about paintings on an easel then.
Quote from: miah999 on October 15, 2013, 07:48:57 PM
Quote from: salt1219 on October 15, 2013, 07:18:58 PM
Quote from: dustindps on October 15, 2013, 06:30:09 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
this is a top down game, i don't think that would translate well.
What about paintings on an easel then.
That might be angled enough.
We need to keep in mind the art isn't set in stone yet, so we might get a slightly different view angle. If we saw more of the side of walls it would open up all kinds of things like this.
Quote from: salt1219 on October 16, 2013, 04:06:21 PM
Quote from: miah999 on October 15, 2013, 07:48:57 PM
Quote from: salt1219 on October 15, 2013, 07:18:58 PM
Quote from: dustindps on October 15, 2013, 06:30:09 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
this is a top down game, i don't think that would translate well.
What about paintings on an easel then.
That might be angled enough.
We need to keep in mind the art isn't set in stone yet, so we might get a slightly different view angle. If we saw more of the side of walls it would open up all kinds of things like this.
Tynan has said it will always be top-down, so I'm not sure how much the angle might change.
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.
An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s
He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.
Sorry if this was already posted (or if this thread isn't meant for UI feedback).
I did search and although I found ideas that had the same name, my concept is slightly different.
Here is my super simple idea, a power switch.
When placed it conducts power and can be toggled on and off.
Possible use cases:
Creating backup battery banks that you can enable if power gets disrupted
Creating power grids that allow you to prioritize power in an emergency, i.e one circuit that disables hydroponic lighting when power is low and raiders strike.
Quote from: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.
That seems like a good user-friendly feature. Having an extra checkbox per job that checks or unchecks all colonists from that job seems like it shouldn't be too hard to implement. Having game remember which colonists were checked beforehand might be a bit more complicated, but I think a simple array could handle that. However, would we want to remember which colonists were checked, or would it be more convenient to make it always check/uncheck all? MarchingHome mentioned GC13's situation wherein he wanted every colonist unchecked, but there are other situations in which you would presumably want all of them checked.
We'd also have to consider edge cases, like what happens when someone new joins the colony. I think a good solution here is to have the job checkboxes automatically assign/unassign all colonists who aren't incapable of a job.
Since theres currently tons of events to invoke misery on the player, but relatively few to help the player, here are a few positive event ideas.
Shipping error : Another colony messed up on the coordinates for their metal / food / gun shipment, and it lands in your base for you to take.
"Lucky" thunder strike : A bolt of lightning hits JUST right, and gives your grid a large jump of power.
Bounty hunters : A group of bounty hunters just so happened to be commissioned to take down the group of raiders attacking you due to attacking another base previously, so you get assistance for the battle.
Your bounty hunter idea gave me the following idea:
With a raider drop comes a single (or duo) of colonists who wants to join your colony. They drop halfway between the raiders and the colony.
Background: The raiders originaly hunt the colonist(s). They see your colony and decide to run their to request help.
This will get you instandly a new colonist for free (like the event, were a colonist joins) but has the disadvantage that the raiders will instantly attack your base because of the 'see colonist trigger'.
Edit:
Hmm, I should have posted this with the storyteller ideas.. Oh well, too late..
Quote from: Haplo on October 17, 2013, 12:49:07 PM
Your bounty hunter idea gave me the following idea:
With a raider drop comes a single (or duo) of colonists who wants to join your colony. They drop halfway between the raiders and the colony.
Background: The raiders originaly hunt the colonist(s). They see your colony and decide to run their to request help.
This will get you instandly a new colonist for free (like the event, were a colonist joins) but has the disadvantage that the raiders will instantly attack your base because of the 'see colonist trigger'.
Edit:
Hmm, I should have posted this with the storyteller ideas.. Oh well, too late..
besides that you could refuse to help out the guy and sell him to the bounty hunters d-;
Some people are soo mean to poor small colonists..
*In the background the 'rescued colonist' sneaks out through the backdoor with 200 metal in his pockets* ;)
I'm pretty sure that this has been suggested before, but i liked it.
No starting buildings!
ie: no stockpile sleeping spots or trash heap, just the metal to make them.
the idea of crash landing next to these buildings has always grated on me a little.
The only issue i can think of is the new player learning curve.
or did Ty make it this way to know roughly where the player would build to spawn raiders appropriately?
Quote from: SpaceEatingTrex on October 17, 2013, 07:41:33 AM
Quote from: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.
That seems like a good user-friendly feature. Having an extra checkbox per job that checks or unchecks all colonists from that job seems like it shouldn't be too hard to implement. Having game remember which colonists were checked beforehand might be a bit more complicated, but I think a simple array could handle that. However, would we want to remember which colonists were checked, or would it be more convenient to make it always check/uncheck all? MarchingHome mentioned GC13's situation wherein he wanted every colonist unchecked, but there are other situations in which you would presumably want all of them checked.
We'd also have to consider edge cases, like what happens when someone new joins the colony. I think a good solution here is to have the job checkboxes automatically assign/unassign all colonists who aren't incapable of a job.
I agree with you, but actually the situation with GC13 was that he first wanted all checkboxes unchecked for that kinda job, and after that he wanted the checkboxes that were previously checked checked again (not all).
One could find it more useful to check/uncheck everything with a single click instead of what I was proposing.
The one option (remembering what was checked) would actually give an administrative advantage (not having to remember who was assigned to do the job), but the other option (check/uncheck all) would just save a lot of clicks.
I hope I'm clear about this (alcohol plays a role here).
Well, if we're adding in features just for me...
How about have both? You open up the screen when you haven't messed with the "all" check box, and you click the "all" check box: everything turns off in that category. You click it again, and it goes back where it was. Click it a third time, and it goes to all selected. And it just keeps bouncing between "what it used to be, plus whatever manual enablings/disablings you've made" and all/none.
It's not the most intuitive thing in the world, but I think people will get used to it quickly if it's ever pointed out to them by the game.
Quote from: GC13 on October 17, 2013, 09:12:38 PM
Well, if we're adding in features just for me...
How about have both? You open up the screen when you haven't messed with the "all" check box, and you click the "all" check box: everything turns off in that category. You click it again, and it goes back where it was. Click it a third time, and it goes to all selected. And it just keeps bouncing between "what it used to be, plus whatever manual enablings/disablings you've made" and all/none.
It's not the most intuitive thing in the world, but I think people will get used to it quickly if it's ever pointed out to them by the game.
I really like that idea!
Another idea (nothing to do with GC13, sorry):
Sometimes, you want to finish building a turret, no matter the costs. When a colonist is wandering off to bed and you click "prioritize building this turret thingy" it builds like 5 of the 16 blocks and then wanders off to bed again. I've seen multiple LPs and every single on of them had commentary like: "nooooo, finish the turret! [click again, again, and again]"
You (Ty) yourself has drawn the simmilarity to The Sims. One thing that always bother me was when I gave them a job and they did it for 4 seconds and then said: "Noooo, I wanna sleep!", when I was like: "No, finish this! Because you're gonna be even less happy when you wake up and you didn't do this."
If a player knows what he/she wants to accomplish, the colonists AI shouldn't get (too much) in the way. If a player clicks something twice while a colonist doesn't want to do that for more than a few seconds, the colonists should keep doing that. Otherwise, the player will just keep clicking on "prioritize [job]." Whatever the costs (death of the colonist...), the player needs to feel he/she's in control.
Anybody disagree?
Interior Walls
-They could be slightly cheaper, build faster, with less HP.
-Increase happiness with a room, over the thick, cold metal walls. These interior walls have decorative paneling!
(Apologies if this is elsewhere, but most of what I see about walls/structures is for modifying combat, not decreasing resource use or upping happiness.)
Selling research, either so you have to do it again or just for quick cash, to a passing colony ship.
(Buying was suggested. I don't think selling was. This also might already be planned with factions/trading research)
An event where a weapon breaks or is lost.
A training dummy to shoot/punch to upgrade your combat skills, outside of combat.
A flare gun that scares off animals or recalls colonists. (has a chance to catch something on fire)
Smaller/1x1 dumping areas, to allow more flexibility. (Plus, you can make an S.O.S. with rocks!)
A recreation/social room or lounge chair, where idle citizens go to increase happiness. (Could also be used as a focal point, if the game gets an alarm to call citizens back to base, during an attack.)
A backpack/cart that causes your colonist to go slower, but carry more.
Quote from: SweetLogan on October 18, 2013, 08:05:13 AM
A recreation/social room or lounge chair, where idle citizens go to increase happiness. (Could also be used as a focal point, if the game gets an alarm to call citizens back to base, during an attack.)
Heh, draft a person, right click on the unhappy colonist, click 'arrest'. They unhappy guy gets to go to my fear inducing dark dirty cave of doom to sleep on the hard floor. This way he gets to learn what it is like to be unhappy. If he gets sent to prison multiple times, he needs to watch out for the slaving ship.
Quote from: Blitzkriegsler on October 18, 2013, 12:24:22 PM
Quote from: SweetLogan on October 18, 2013, 08:05:13 AM
A recreation/social room or lounge chair [..snip..]
Heh, draft a person, right click on the unhappy colonist, click 'arrest'. They unhappy guy gets to go to my fear inducing dark dirty cave of doom to sleep on the hard floor. This way he gets to learn what it is like to be unhappy. If he gets sent to prison multiple times, he needs to watch out for the slaving ship.
But this way, your unhappy colonist is already in a central location, so your drafted colonist doesn't have to walk so far. Plus, a slave that smiles, is a slave that sells!
Honestly though, having more than one way to run things is awesome. There could be a fear based stockade to adjust a colonist's world views. (but I think that'd be an idea for another thread..)
I don't know if this has been said already, but maybe a night planet? (I'm thinking like the movie Pitch Black). Night and day almost work like seasons. You start off with normal daytime when you land, but soon enough night comes for an extended period of time. You need to rely heavily on battery backup, perhaps to the point that you need to disconnect certain systems in order to save power. (perhaps night predators can come out). You might also add a research into bio-luminescent alternative for lighting.
This uses the already-present day/night cycle, but adds a layer of difficulty and unique problems to solve in the game. The bio-luminescent option just requires a new research option to be put in and a game object that gives a smaller light source with perhaps a different color (green or red glow).
The only thing I can see being a problem is crop growth, but it should be easy to rectify with a different type of crop added. perhaps a fungus or slime mold?
12 pages of responses.... my apologies if any of these have been suggested!
trip-wire traps (string or laser); triggers explosion of a similar radius to the existing explosive mines; enemies set them off, as opposed to player having to initiate
smoke grenades; disorientation in enemy units, reducing combat effectiveness
different colored lighting, to evoke different emotional responses in units?
Flamethrowers maybe?
Alcoholics
Windpower/windmills
World filters (more water, plants, map size, etc.)
children? schools? teachers?
Hidden underground chambers?
Ability to lose limbs/mechanical limbs?
i just went through this topic real quick.
And i made a turf list of some things
i see these 4 passing by 1 way or another alot (hint hint tynan)
- flame throwers
- fire extinguishers
- flash lights
- dart/tranquilizergun
I've noticed that the dead people have a health of 100/100 and you only see that they are dead because of the added (dead) to the name.
Could you please also set the health of the dead to 0/xxx?
I find it irritating that the colonists have sometimes less health than their dead attackers.. ???
Quote from: Haplo on October 20, 2013, 01:02:01 PM
I've noticed that the dead people have a health of 100/100 and you only see that they are dead because of the added (dead) to the name.
Could you please also set the health of the dead to 0/xxx?
I find it irritating that the colonists have sometimes less health than their dead attackers.. ???
It's not actual health, it's just how much damage it will take to destroy the body.
Toggle button to show a grid so you can plan buildings easier.
Enemies with low health/high fear surrendering?
They could throw down weapons or something rather than just fighting to death. Then you could choose to cease fire, or just kill them anyway.
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
Quote from: staffy50 on October 20, 2013, 02:32:22 PM
Enemies with low health/high fear surrendering?
right, so instead of fleeing, they may throw down their arms... although, turrets and units would have to know to stop firing, if indeed the enemy was surrendering...
Quote from: staffy50 on October 20, 2013, 02:32:22 PM
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
i like the general idea, but given the map size, and the alerts already built in, im not sure how useful this would be... perhaps on much larger maps?
Quote from: SteveAdamo on October 20, 2013, 02:44:12 PM
Quote from: staffy50 on October 20, 2013, 02:32:22 PM
Enemies with low health/high fear surrendering?
right, so instead of fleeing, they may throw down their arms... although, turrets and units would have to know to stop firing, if indeed the enemy was surrendering...
Just make them the same 'class' as incapacitated, so the turrets stop.
Quote from: SteveAdamo
Quote from: staffy50 on October 20, 2013, 02:32:22 PM
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
i like the general idea, but given the map size, and the alerts already built in, im not sure how useful this would be... perhaps on much larger maps?
If you get the assassin class, they cannot do anything but fight and firefight. But without any patrol setting they just stand about :/
Another idea but i doubt it will be cheap....
A weapons bench where you can modify weapons. Add a scope for more range etc.
Quote from: staffy50 on October 20, 2013, 04:17:46 PM
If you get the assassin class, they cannot do anything but fight and firefight. But without any patrol setting they just stand about :/
oh, good point! i've seen a few LPs where they end of with captured units that are really only good at fighting... being able to capitalize on this would certainly help, and make the conversion of those prisoners more worthwhile...
Quote from: staffy50 on October 20, 2013, 04:17:46 PMA weapons bench where you can modify weapons. Add a scope for more range etc.
this sounds
very interesting... perhaps we dont have direct control over the improvements to be had (makes the idea a little "cheaper"), but simply use materials in the process, roll the dice, and see what results... small chance of damaging/destroying the weapon, etc.
Id like to second weapon mods as a cheap idea. Or a crafting bench of sorts. Please.
Now i have skimmed over the past 13 pages. And i have seen blast door a couple of times, Which i like.
But what i really think is needed is a *Reinforced wall. Some kind of really strong wall that is fire proof and explosive resistant, and as a penalty, does not conduct power.
So i found a pretty good approach to avoid a ridiculous amount of bodies piling up. Don't fight at all.
I tried sealing all of my colonists in my self contained bunker but the walls are still exposed to the outside. So Raiders keep setting them on fire, throwing Molotov's and being usual raiders. If you just keep repairing the walls and putting the fires out they end up getting either bored and leave or go insane. Grenades however are a problem.
On a different note. My junkyard is pretty huge, As in slag and other debris just keeps piling up. I would like some way of using that junk for at least something. Like a *Recycling station. Converts junk like slag to small amounts of metal.
Some other ideas that sound cheap but aren't really cheap.
*Equipment Fabricator. Can make equipment and weapons from metal and power. (I think this has been suggested before, if so. Ignore this.)
Way more furniture and other things that boost morale around the colony. Doesn't even have to be compleximacated. Can be a poster of a kitty with the text "Hang in there"
I thought i had more ideas. But i suppose that will do.
While I kind of like the weapons bench idea in general, I fear that it would complicate matters significantly.
Where you'd currently simply search for e.g. a Lee-Enfield you'd then need to check all available Lee-Enfield for their specific stats to select the best one for varying values of "best". The fastest? The one with the highest range? The one with the most damage? The optimal weapon would depend on the situation at hand.
I think this could get pretty tedious in case of a big amount of racks.
So the weapon bench idea is probably one of those that immediately sound awesome but would turn out being quite the opposite?
I see potential micro management hell...
Quote from: TvoEx on October 21, 2013, 09:02:02 AM
Like a *Recycling station. Converts junk like slag to small amounts of metal.
this could be really useful, as i have seen a few LPs where the junkpiles got a bit out of hand... putting those waste materials to use seems reasonable... :)
Quote from: huxi on October 21, 2013, 10:39:32 AM
I see potential micro management hell...
oh, absolutely... hence my suggestion about making the idea a bit "cheaper" by simply having the result be completely random... you have a "weapons table"... you select a unit, right-click the table and choose "upgrade current weapon"...
your unit walks over, a certain amount of metal is removed from inventory (perhaps relative to the current quality of the gun?)... and the randomness kicks in, potentially improving the efficiency of the weapon, and also potentially damaging or destroying the gun in the process...
no interaction on the players behalf, other than initiating the action at the table...
Recycling has been suggested several times on this thread, I think it may be time to lock this, as it's really becoming repetitive.
Quote from: miah999 on October 21, 2013, 11:25:12 AM
Recycling has been suggested several times on this thread, I think it may be time to lock this, as it's really becoming repetitive.
I'm sorry. I didn't notice it had been posted before. Too many pages to read too little time.
No need to apologize, this thread has just grown too large for anyone to take in everything in it.
well if people keep suggesting it, then maybe its a sign of how many want it...
I'd like to eigth the recycling plants idea and add FURNITURE hauling please!
The button click is a waste, we should be able to haul already made furniture around.
Quote from: SteveAdamo on October 21, 2013, 10:54:00 AM
Quote from: huxi on October 21, 2013, 10:39:32 AM
I see potential micro management hell...
oh, absolutely... hence my suggestion about making the idea a bit "cheaper" by simply having the result be completely random... you have a "weapons table"... you select a unit, right-click the table and choose "upgrade current weapon"...
your unit walks over, a certain amount of metal is removed from inventory (perhaps relative to the current quality of the gun?)... and the randomness kicks in, potentially improving the efficiency of the weapon, and also potentially damaging or destroying the gun in the process...
no interaction on the players behalf, other than initiating the action at the table...
I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
Quote from: huxi on October 21, 2013, 05:48:35 PM
I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
oh, you're right... thats an excellent point... perhaps that would get tedious? i still like the general idea though... ;)
Cleaning bots and Repair bots. Little robots that can clean/haul and maybe repair.
Only saw one notable mention of aggressive squirrels. So.
RADIOACTIVE MUTANT SQUIRRELS ...maybe some fissionables or a reactor core survives re-entry and mutates some local wildlife and they grow larger, start glowing unnaturally, and develop a taste for human flesh?
Quote from: SteveAdamo on October 21, 2013, 10:42:31 PM
Quote from: huxi on October 21, 2013, 05:48:35 PM
I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
oh, you're right... thats an excellent point... perhaps that would get tedious? i still like the general idea though... ;)
Just change the name. it could be Lee Enfield Scopped.
(+20 range)
Easy.
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.
I can see some cool random events happening with them too.
Quote from: salt1219 on October 22, 2013, 06:20:39 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.
I can see some cool random events happening with them too.
Yeah, like they sweep you to death in your sleep. >:(
Quote from: miah999 on October 22, 2013, 06:22:29 AM
Quote from: salt1219 on October 22, 2013, 06:20:39 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.
I can see some cool random events happening with them too.
Yeah, like they sweep you to death in your sleep. >:(
Autowash. :o
How about, if you give someone a weapon when there shooting skills is low as a random event they could ND (Negligent discharge(firing by mistake)) and could injure themselves or others. Could encourage people to stop the chars from carrying weapons all the time and not putting them in the armoury after an attack.
Also, change ai storyteller in game. So i start with the easy one, build a base, get bored and want to change to a harder ai. Possible? For balance you could make it you can only change up, not down.
Quote from: staffy50 on October 22, 2013, 05:37:01 AM
Just change the name. it could be Lee Enfield Scopped.
(+20 range)
ok, that does sort of make it sound simpler once more... thanks! :D
Quote from: SleepyFox on October 22, 2013, 06:31:13 AM
Autowash. :o
nice... Fifth Element reference? :)
I'm sure it's been suggested plenty of times, but what about basic robots that could (inefficiently) take care of some menial tasks? You'd have a mining robot, a farming robot, etc.
Hello everyone! I really like RimWorld and i want to help in development. I have created several small concepts of how to make the game better in my opinion. I would be happy to read your comments and I will try to answer all the questions. And sorry for my english (google translate help)
Concept 1. Indicator of physical and spiritual health of the colonists
http://imageup.ru/s1533781 (http://imageup.ru/s1533781)
By clicking on the button in the corner of the screen displays the colonists on a small circle with indicators needs (green) and thoughts (blue). The more red the worse the colonist
http://imageup.ru/s1533794 (http://imageup.ru/s1533794)
All the indicators on the "Overview" menu
http://imageup.ru/s1533801 (http://imageup.ru/s1533801)
Concept 2. Living and working areas.
http://imageup.ru/s1533809 (http://imageup.ru/s1533809)
Added button "Zone" appears when a colonist. When selected, a new sub-menu where you can select the required actions and assign a zone to perform this work, the colonist. Zones are of several colors. For example construct the selected colonist will only be in the blue zone.
http://imageup.ru/s1533829 (http://imageup.ru/s1533829)
Also in this sub-menu you can change the priority actions for the selected colonist.
http://imageup.ru/s1533836 (http://imageup.ru/s1533836)
Thanks :)
Lol, I couldn't see those links because i am using my colleges internet at the moment and it got blocked because its tagged as porn.
Guard towers have been mentioned, but I'm not sure that translates well to top-down - how about one man Starcraft style bunkers instead? Have them cost a lot of metal to build as well as more metal to repair damage.
Just a few ideas, though i havnt read the whole thread so they may have already been mentioned.
Line of sight xcom style. Not much needs to be said about this but it would add more to the tactical gameplay and bridge onto my next ideas.
Scanners. These can detect lifeforms and/or viruses, atmosphere, bacteria ect.
Crashed ships. A 20x20 ship consisting of a cargo bay and bridge. Can be a random event. Is it friendly? Alien? Is anyone alive or even on board? Does it harbour a virus? Etc :).
The ability to have interplanet missions would also be cool but i think thats beyond the scope of the game design..
Alright guys, I went through the effort and combined all 15 pages of ideas into one spreadsheet. I will try to post it here but the formatting may get borked. There are somewhere around 350 ideas with many being either duplicates, or to vague to really classify as an idea (more food...). The last 3 pages were almost all repeats. Here we go:
Weapons:
baton, battle suit, bean bag gun, c4, catapult, chainsaw, dart/tranq gun x5, EMP Grenade, fire bomb, flame thrower x4, flares, flashbang, fork, hammer, knife, landmines x2, lasso, mechs, melee, molotov coctails, mortar/artillery x2, net gun, neurotoxin, pencil, riot shield, rock, rubber bullets, screwdriver, silenced weps, smoke grenade x2, spikes, stun grenades, tanks, tazer, Traps x2, trip wires, weapon mods
Functional buildings:
3d printer, better battery, Better Solar panels, bigger rack, cemetary, cloning vats, corpse sandbags, crematorium, defense tower/bunker x4, distillery, Early Warning System, Emergency power x3, equipment fabricator, Fire supression, Floodlight, Fridge, garbage pit, hanging light, hardened wire, hotel for travelers x2, incinerator x2, Irrigation, Larger/smaller solar pannel, lightning rod (power source) x2, mass driver, mass grave x3, med bay/bed x4, metal extracter from planet, new generators x2, noise maker, power conduit, power switches x2, recycler, restrooms/showers x2, RF shielding, sewer, smaller paste dispensor, Smelter/grinder/recycler x3, Stasis Pd, Street Lamp, surgery table, Trading Beacon, underground wiring, vapor farms, wash basin, wind turbine x3, ireless power, workbench
Social/Happiness buildings:
1x2 table, AC, Bookshelf, chem lights (no power), colored furniture, colored lights, couch x2, flag pole, gravestones, locker, matrix style learning chairs, more colored carpet, paintings, pictures, planters (more plants) x2, statues, training dummy, TV, wall lamps, weight bench, windows x3
Doors and Walls:
bigger doors x2, reinforced door, blast doors x2, forcefield door, cover (can shoot through), ditch, fancy, fence x3, fire ditch, gate, indoor/powerless x3, outdoor, privacy screen, reinfoced x4, rock, smoothe mined walls
Flaura/Fauna:
carnivor plant x2, catlike animal, chickenlike animal, cultivate existing, dense vegetation, edible x2, feral animal (attacks passives), husbandry, hybrid crops, inquisitive, mechaboom rat, milk bags, more vermin, mounts, mutant (giant) squirrels, pack mentality, piglike animal, rattlesnakes, space fungus x2, The Creep, trees, tribbles
New Traits:
<3 crushes, allergic to animals, cannibal, comedian, dark minded, glutton, Heart condition, high metabolism, infighting, loves animals, low metabolism, night owl x2, potatoeater, pyro, pyrophobic, racism, sadism, short tempered, squemish, workaholic
New Jobs:
assassin, bounty hunter, counsiler, EMT, firefighter
Events/environment:
better colonist chat (sims) x2, boomrats like dead bodies, cave exploration, contract trader, crashed ships x3, Darkness x2, dead decay, dust storm, easter eggs, extreme weather, forgotten rover, giant skeletons on map, interplanet missions, kidnapping, meteor shower x2, more building material, multi day events, pause on event x2, persistant fire, power siphon, raider kills animals, raiders surrendering x2, random ore x2, rough terrain, scavengers, shipping error (random goods), spontanious combustion, teleporting raiders, termites, trader buys all weapons, undiggable rock, weapon breaks, underground chambers
Items:
alcohol, body armor, CB radios, cloaker, derelict spacecraft parts, fire extinguisher x2, First aid kit, Flashlights x5, hover cart (hauling), jetpack, life form scanner, magnetics, mechanical limbs, More Food x2, pointless items, slave chains, sunglasses, robots (one for each task), Unique 'legandary' items, vat grown meat
Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning
Regarding "small" ideas, I only have one so far: add a (toggable) in-game clock.
Starting a game at 20:00 and just a bit later wondering what the time is, only to find out it's 02:00... Well, please help not making it too much of a habit ::)
Blitz... I love you, I really do. Please post the spreadsheet!
I also really hope it includes a bit more info about the ideas... just those titles don't explain much in a lot of cases.
Quote from: Tynan on October 24, 2013, 07:26:49 PM
Blitz... I love you, I really do.
wow, i second the love... in an almost totally platonic way... :p
excellent compilation work! you sir, have earned 2 internet points... use them wisely... ;)
Quote from: Blitzkriegsler on October 24, 2013, 05:02:07 PM
...
Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning
I'm sorry, Blitz, but I think you forgot about my little suggestion? :-[
Quote from: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.
An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s
He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.
Sorry if this was already posted (or if this thread isn't meant for UI feedback).
Or did I read over it in your post? :o
Cheap ideas:
Environment: Rivers / Lakes - makes water easier to obtain, but cannot be crossed easily. Also, they can be a food source (fish).
Flora/Fauna: "Monster events" - once in a blue moon, a very large predator of sorts shows up, wreaking havoc and destroying buildings to get to the yummy humans inside. After a tough battle, large amounts of food is provided.
Flora/Fauna: Each time a world is rolled, a color "theme" could also be rolled. Imagine that all animals had patches of color on their beaks, pelt, claws, eyes etc., and these were subject to change from game to game (like Starcraft II units, for example). I think this could contribute to the feeling of uniqueness from game to game.
Flora/Fauna: Arachnids or insectlikes (or both). Some of these could even form eusocial colonies you'd have to dispose of before being able to fully exploit the land (as they would otherwise eat anyone getting too close).
Feeling the love as well Blitz :D
I try to avoid this thread considering the amount of very expensive ideas that end up posted here and ruin the purpose of the thread. But...
A simple thought that occurred to me is that in the beginning of the game you could build a campfire in the centre of your sleeping spots to light up the night (which I do think needs to be a bit darker), it serves a multi-function of being a light, heat source (Mood modifier), scaring away animals and possibly allowing colonists to roast squirrels before they can engineer the paste dispenser. It's very low-tech and all-in-all I feel it could be well-served as the first object a new player builds in-game to help keep their colonists well and fairly happy until they learn the ropes.
I'll just drop in to note that the vast majority of the ideas in this thread aren't anywhere close to being cheap.
This is to be expected; you guys aren't game developers so you won't really know how hard something is to make. But I just to help everyone, I'll reiterate the basic idea of this thread.
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
Please think about your ideas and post them elsewhere if they don't fit this description.
Just a tought that popped to mind.
Why not make rock debris into a building material.
Make it so we can use it to construct roads or sandbag like contraptions so we dont have to spend precious metals
i think that its the cheap ideas that are the best!
Myself i love the randomness of storytellers..
Ideas for random chance for:
* Double pirate raid
* a pirate suicide bomber (makes player need to think more tactic)
* pirate convoy bypassing with hostage (getting close or attacking trigger them hostile)
* chance that a captured hostage have a gun and starts fighting
* chance that there is a illness spreading
A supposedly really cheap one (that hopefully hasn't been proposed already, though my search came back empty): have a Next colonist and Previous colonist in the colonists' tabs.
Possibly even as tabs...
The order would be the one from the Overview.
Ideally, display the names of the next and previous colonists somewhere.
That would make it so much easier to check each colonist (until a future dedicated panel ? ::)).
I actually completely forgot this was a cheap ideas thread after reading some comments and getting carried away. So ignore my other post here (for now), they certainly wernt cheap.
Now for some cheap ideas..
Battery powered sentry guns rather than mains feed. Possibly make them portable but thats probably beyond cheap :).
Change the storage square to a container so its a bit more representable of some sort of storage.
Maybe add a global capacity to the storage box and make small and large boxes.
Prison doors or reinforced doors. Can be the same skin as the normal doors but with higher hit points.
Im not sure if this would be cheap or not but a chance on grenade weapon to explode or Molotov's to set the user on fire if the user is hit with bullets. Would be fun with Molotov's :).
Ive seen people throw Molotov's on the ground for raiders to run through. Maybe add a fuel item that can be built that has a long burning time. Throwing Molotov's on the ground to set traps would then be a viable option.
Whenever i see people build in caves theirs alot of rubble generated on the floor and looks messy. No one seems to have the time to keep it tidy, i think this could be slowed down a little. Its more obvious when you have carpet layed.
I see theirs a force fire option on people/raiders, well what about a force fire on stuff like batteries so traps can be set causing big explosions.
On that note full batteries should have bigger explosions :).
I hope most of these are cheap but i guess it depends how complex your engine is, or if you mean just coding or art aswell.
Edit : something i forgot to mention. Currently you get an alert when raiders attack? How about removing this untill an early warning beakon is placed. This would add surprise attacks. Possibly even remove the warning when they land untill you built a specific item.
What about batteries that you can set exclusive to one thing? So you could have backup power for, say, specifically only the lights and doors that was separate from the main supply.
Quote from: DeltaV on October 25, 2013, 08:55:53 PM
What about batteries that you can set exclusive to one thing? So you could have backup power for, say, specifically only the lights and doors that was separate from the main supply.
I like this idea and it would mesh well with my previous idea of a world with large amounts of time spent in the dark.
I like the idea of a dedicated battery. I recommend that it be something that you must place directly adjacent to the object in question (in part to alleviate the need for a separate kind of conduit).
I do, however, think there should be an option on the battery to allow it to feed into the grid, such as if your batteries run low and you have to decide between your turrets and your food dispenser when there are no raiders in sight.
Suicide Bomber Raiders - they can go straight for turrts or soldiers :D
What about a smaller sentry gun? Like, maybe a gun that only took up a single tile and took less metal to make, but had a smaller range or did less damage or something?
You might put this smaller gun inside one of your buildings as a sort of last ditch defense or something.
Or, maybe some tech you could research to let turrets shoot frenzied animals? (if that idea hasn't been suggest)
I'm not entirely sure how feasible this is as a cheap idea, but:
What about a special event where two huge groups of raiders land on opposite sides of your colony? They would both approach from either side, and that's where it would get interesting, because the groups would fight each other as well as you. You could hide your colonists in a building, watch them duke it out and then pick off the survivors, but at the risk of significant damage to your colony because there's practically a war going on inside of it.
Quote from: DeltaV on October 26, 2013, 11:22:37 PM
I'm not entirely sure how feasible this is as a cheap idea, but:
What about a special event where two huge groups of raiders land on opposite sides of your colony? They would both approach from either side, and that's where it would get interesting, because the groups would fight each other as well as you. You could hide your colonists in a building, watch them duke it out and then pick off the survivors, but at the risk of significant damage to your colony because there's practically a war going on inside of it.
This is actually really cool and entirely feasible.
Not sure on the coding capabilities (or if it's been said)
-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.
Off topic: I'm learning Software Engineering at University, what software did you use to create this game?
Two things that I've seen a lot in the videos, that may be easy to change..
It may lessen the grief of some players. (Some even needed to take a rage time-out in video ;) )
1. Colonists do often stop their work because they want to do something else.
This seems to annoy most players. Especially when they are building something big and needed at this moment, like a turret before an pirate attack. The colonist sometimes just leaves the work half finished to do something else.
I think the test, if they should do something else, should only be performed after a task is finished, not while it is running. So they would build the dispenser / turret until it's finished and get their food a bit later..
At least it should be changed for prioritised work items.
2. It should be possible to give drafted colonists the order to repair something like a damaged turret, so that they don't run of afterwards.
Right now the players undraft them, let them repair, and when they don't watch out, the repair man runs of to do something else somewhere far away from the battle. Or even better he runs towards the pirates.. :)
I'm not sure if it was already mentioned or not...
Haplo, for your first point, maybe it could be based off of the colonist's loyalty? As in, more loyal colonists would be more likely to keep working on something until it's done instead of wandering off.
Hmm, that's a good idea..
If the loyalty is lower than a specific threshold the colonist will simply do only marginal work on the priorised targets and wanders off easily.
He will be assigned again and again. Then he builds one micro-square before he again looks for something else to do. Or maybe he even refuses to work further on this target.
This is how players are driven into madness, do it again and again. 8)
-I think that there is a need to improve shooting skill like targets or something that could be both fun and useful
-suicide bombers that go straight for turrets and colonists
-maybe if someone got about 50+ shooting skill they could equip 2 pistols
-Thats it for now ill post any new ideas!
Quote from: Haplo on October 27, 2013, 01:16:20 PM
1. Colonists do often stop their work because they want to do something else.
[..]
At least it should be changed for prioritised work items.
That's a good point. Saw this a lot myself. I wouldn't even let this depend on loyalty since it is really quite annoying. A colonist should only quit doing a prioritized task if his live depends on it. An example for this would be a fire in direct(!) vicinity. Even taking damage from starving shouldn't have an influence.
It would make sense, however, to have different behavior depending on the current alarm level. So if raiders have just landed (lets call that yellow alarm level) or are actively attacking (red alarm level) the colonists should behave like I explained above while in times of "peace" (green alarm level) they could very well work unmotivated based on their loyalty.
Slacking off in a yellow or red situation is simply very dangerous so even unmotivated colonists should work based on their will to survive.
Now that I think about it: it would probably be nice to really have a visible green/yellow/red alarm level via icon. Insane creatures could also cause a yellow alert.
Quote from: Haplo on October 27, 2013, 01:16:20 PM
2. It should be possible to give drafted colonists the order to repair something like a damaged turret, so that they don't run of afterwards.
Right now the players undraft them, let them repair, and when they don't watch out, the repair man runs of to do something else somewhere far away from the battle. Or even better he runs towards the pirates.. :)
+1, drafted colonists should be able to repair on direct order, then getting back to the fight.
They could even remember an object that they are supposed to keep repairing, if needed. So you could assign one of your colonists to a turret and if it reaches a certain damage level he would automatically try to repair it. After that (s)he would fight again until the turret needs some more love. This would enable more strategy before the actual fight.
This could even be an alternative to my green/yellow/red suggestion above if drafted colonists would always finish what they started. But that could be abused by simply drafting colonists in a green situation to make them work without them running around.
Not nice. And also not good for the (mental) health of the colonist in question...
Reinforced walls/Barricades. Somewhat tougher than normal walls and don't burn, but quite expensive to build.
How about negative hit points? In most videos I see that prisoners are few and far between after the player gets more potent weapons to use against raiders which almost always kills potential prisoners. If both colonists and raiders had negative hit points it would give you a chance to save or capture people from battles. It would be a low number like -10, and damage past 0 they take half damage, rounded up, from damage so they have a chance to survive.
For example, if a Raider had 10 hit points and got shot for 23 damage the remaining 13 damage would be divided in half and rounded up and then be at -7 and be 3 points from dying. You could capture the raider alive if its near the end of combat but if its during a heated firefight then he will probably bleed out.
Another example would be if a colonist was at 20 hit points took a grenade to the face for 50 damage he will still die outright because (20 - 50)/2 = -15 which would be over(or under) -10 hit points.
Also another suggestion is to have deployment zones for colonists to automatically move to their positions when you draft them.
Rivers! (and small lakes! and bridges maybe, and maybe boats. )
smoke-grenades
target lights? that spotlight enemies?
heavy doors!!! (for those players who dig themselves into the rock deeply)
scarecrows to hold off nasty animals that eat crops
how about different vehicles? hovercrafts, motorcycles, ...
Quote from: letheus on October 29, 2013, 06:07:38 AM
how about oil-wells? the colonists need to develop an oil-pump, and the oil well runs out of oil one day.
pretty nice idea) but it seems to be hard to code.
anyway, the last word is for Tynan.
I'm sure, he already have a full concept of raw resources and production lines.
Wind Generator: Very low power generation, but generates constantly and doesn't take up much horizontal space. Build away from mountains for optimal generation of power, makes more energy during storms.
Chef class! So Npc's stop complaining about nutreit paste
Electrified Fences nd allow us to teh Turrets programming so we can make them target wild life, or even our own people during mass riots!
overseers chair, and even artificial intelligence to control turrets or forced systems to work during electrical storm, maybe goes rogue! ok thx!
also please add flame throwers
incenerators for our dead and alsooo traps! incenerator or laserhall way traps from resident eviL!! http://www.youtube.com/watch?v=DYFOr1PN6EE
PLEAS ADD LASER HALLWAY TRAPS!!
New food ideas, like meat from animals. i hate it when they are unhappy cause of "Ate nutrient paste"
And also Construction and Repair should be separated, id like them to build something but NO! they rather fix red spots everywhere :D
Quote from: Matty on October 27, 2013, 12:28:16 AM
Off topic: I'm learning Software Engineering at University, what software did you use to create this game?
If memory serves, he is using Unity. (If not, then feel free to correct me, or just pout at my wrongness )
About cheap really ideas. I really would just like to see more useless furniture to fill in those gaps that I could use to make rooms look nicer, It doesn't all have to be useless though, it can make the environment feel nicer to the colonist as well.
And like I said before. I still would like to see some walls that don't conduct power but are far stronger.
EDIT: Now that I really think about it on the not so cheap side, What about something interesting that you can do with the roof. Weather it is placing items on it or making different types of it that do different things.
-assignment objects e.g.
warning siren looks like a speaker tower and when built allows you to select 1-5 people (can change them later) and when activated automatically drafts them and orders them to the speaker (would solve finding your best fighter every time raiders say hello)
Planning table (could use a better name) you can select 1-5 jobs that will be top priority when activated which colonists will complete up till a break down (+ penalty to loyalty when activated)
battery packs cost materials to make but if a colonist get one (from equipment bench) and puts it next to a unpowered item the item gains power for a few hours (depends on game balance needed)
-Lore stuff
paste dispenser = mushroom cultivator. Basically mushrooms that feed off on inedible stuff and turn it into stuff you can eat (though you'll probably get sick of it quick). Mainly as this is something nasa is looking into. Colonists would have carried the spores in there space survival kits.
Traders = automated traders. A) who would want to spend 20+ years traveling some where to trade with a back water where your more likely to get attacked by raiders than make a profit
B) makes more sense as to why they can't pick you up there not programmed to. get picked up by a slaver automatically in the slave hold and branded until you get sold (and yes the slave buyers have heard the I'm not a slave I just did it to get off planet excuse)
C) could allow some cool stuff with trading with ships sent from extinct civilisations (just set themselves to default 'trade' mode.
(Also I think it would be fun to give the option to ask for help only to be told... your call is important to us and we will put you through to a help desk in.. calculating 8 years (light speed) please hold the line. (Maybe if you could have the colonist who did this automatically have a break down :-))
Can we have an option to disable automatic roofing of walls? I'd really like to build a walled city with individual buildings inside a large wall but the game seems to want to roof everything from the videos I've seen. Or perhaps have 2 separate structures? One called walls and one called rooms and only rooms will create a roof automatically.
I'm not sure if this has been mentioned, but can raids also be determined by the colony's value? For example say the colony has 200 metal, the next raid could anywhere from 3-10 raiders and have larger groups for larger amounts of food or metal. Maybe the types of raiders change based on the resource, like natives getting food or mercs getting metal. It would give a reason for the raiders to attack.
People when go to sleep should be able to turn off the light in their room, could be a nice addition.
A 'safe' room. Very hard to break into so you might have enough room for a stock pile and some colonists to try to hide during a raid. Most raiders might just ransack the rest of the base and leave the safe room alone. Some may try to crack into it.
Quote from: CosmicKobal on October 31, 2013, 11:17:54 AM
I have several Ideas:
Pitfall/Spikepit traps- you could even create a string of these around your base to act as a defensive trench instead.
trainable boomrats- basically mobile, tracking mines that you could unleash on a group of raiders as soon as they land. yes, your boomrats would die, and they should take a LONG time to train up, I'd say at least a full cycle to be able to use them this way. there could even be an animal husbandry trait that reduces training time by a certain amount. you could choose what you wanted to train in a screen similar to the research screen.
Fixed cannons- They could cost 500 materials each, and only have a 90 degree turning radius, but could do 75 damage per shot, have an affect similar to a grenade, and take 2 to 3 times as long to fire as the auto turret with around twice the range.
pet squirrels- They could be used as a happieness modifier. the animal trainer/animal husbandry person could go out and catch squirrels to be put in a cage built in each colonists room.
Taser- A weapon that does almost no damage, but can be used in melee to incapacitate enemies to be captured and recruited/sold/beaten/executed. Not dropped by raiders. Only acquired by buying from arms dealers.
Stungun- same as the Taser, except that it doesn't have to be in melee to be used. Not dropped by raiders. Only acquired by buying from arms dealers. Rarer than Tasers.
Electric Fence- self explanatory
Random ideas-
Raiders could demand tributes/protection payments of resources or weapons i.e.
"We hear you've got some good guns in there. Either you give us 3 of your Pulse Rifles or we put holes in you and take them anyway!"
Sorry for any doubles btw. also had another idea.
what if raiders didnt always decide to come in through the front door. if you obviously have awesome defences with your base inside a box canyon with only 1 narrow entrance which is filled with mines and covvered by 15 turrets, then maybe the raiders will try to tunnel into the back of your base.
this could make mining efforts much more dangerous and unpredictable. you would have to decided if you REALLY wanted to mine that big vein of metal and risk your defences, or do you want your rock wall to stay 15 squares thick.
I also think you should be able to fill in old tunnels with new rock in order to prevent pockets that aggravate my ocd. you could then fill in any tunnels created by the raiders and even wall off old mine shafts that have been mined dry.
also, I think you should be able to completely wall in something and not have a roof automatically form over it. I would like to be able to wall in my solar panels to protect them without blocking off my access to sun.
maybe a group of raiders could even drop directly into your base as an ambush. this could help prevent it from being a turret defense game. you would need to think about firing angles, placement of mines and even which directions building doors face and where your conduits are.
Just had another idea:
What if, after a colonist was done with his or her current session of mining, they would automatically search for anything that was designated for hauling (food, metal, bodies, slag) near them. say, within 5 tiles or so. that way they aren't wasting time by trekking halfway across the map over and over and over when they could just do a little mining and then haul the metal they just mined back with them before they go to eat or sleep
Also, it would be cool if lights ( other than the sun lamps) could turn on and off automatically as a colonist walks into and out of a room. in RL they would probably do that anyway. maybe 1 percent of the time someone could accidentally leave a light on and the next person to pass by or through the room could turn it off.
lights that are set up outside could turn off at dawn and turn on at dusk and stay on all night. this could maybe help prevent event like assassins sneaking into the base and killing someone in their sleep.
maybe if someone has a 'gambling' trait, the event could be that they owed a LOT of money to someone and that someone tracked them down and put a hit on them.
what if someone with a pious trait and someone with a gambling or sexual deviant got into a fight?
Another Idea is to add Engineering as a skill. add a 'Workbench' just the same as there are Research tables and depending on your engineers skill lvl, he or she can use metal to make different types of guns and armors. that would introduce crafting without having to have a complicated crafting and component system.
I would suggest a skill lvl of at least 6 just to be able to make a pistol and a skill lvl of 15 to make an M-24
Maybe make conscripted soldiers able to fire while moving, and/or to run. It seems like it would be really frustrating to need to fall back, only to be gunned down because your soldiers were leisurely walking with their guns away to the next line of sandbags.
- Designate an areas for priorities. So you can set your front to high priority, causing damage and debris to be cleaned up faster than the back end which is normal or low priority, a broken bed or storage container isn't as relevant as a broken turret.
- If you tell a person to prioritize something, ignore their labor settings, let them do it if they're able to.
- An alert that causes all non drafted individuals to stay within a designated safe zone.
- Turrets that require a person to man them, somewhat more efficient and resilient than the auto turrets (Depends on skill?) but useless if not manned.
- A manufactured goods factory. Usefull for nothing other than selling for money.
Just a small suggestion I'd like to see.
Instead of everyone brandishing their own weapon, perhaps some kind of armoury or firearm lockers that arm all the military assigned colonists in case of emergencies.
Would really like a research topic to prevent auto-turrets from exploding when they're destroyed.... The blast on those things is a little absurd.
I figure I'll throw my hat into the ring with a seconding of Animal Husbandry.
This seems like it could be implemented on a 'cheap' level by just reusing the colonists ability to capture other humans and place them in a jail area. Colonists could simply capture animals and put them in a pen area to be harvested for food at a later time, although the animals would need to be fed.
What about if you dug your base underground and put a maze in front of it? raiders could sometimes get lost in there? as long as the maze was within your home area your colonists would be (mostly) safe but any raiders would have a difficult time finding your base entrance.you could even add in pit traps, rock fall traps, pungi(sp?) traps, trip wires attached to shotguns ( this would allow more use out of surplus weapons than just selling them. the more convoluted your maze is, the more likely your colonists are to accidentally get lost, requiring a rescue, but also the more likely a raider will just wander around until they fall unconscious and can be captured.
maybe you could even release trained mufalos into the maze and let them hunt down the weary and starving raiders?
what do you guys think of that?
Quote from: Scelestic on November 01, 2013, 01:39:32 PM
I figure I'll throw my hat into the ring with a seconding of Animal Husbandry.
This seems like it could be implemented on a 'cheap' level by just reusing the colonists ability to capture other humans and place them in a jail area. Colonists could simply capture animals and put them in a pen area to be harvested for food at a later time, although the animals would need to be fed.
That was basically what I had in mind as well. If there was some kind of fenced area large enough to be called a 'pasture', then you wouldn't even need to feed the animals as they could just forage. I imagine that would eliminate at least a little bit of coding.
Quote from: CosmicKobal on November 01, 2013, 01:49:19 PM
That was basically what I had in mind as well. If there was some kind of fenced area large enough to be called a 'pasture', then you wouldn't even need to feed the animals as they could just forage. I imagine that would eliminate at least a little bit of coding.
Yeah- I was thinking about that as-well. I believe Muffalo already graze on grass. So an open(ish) pasture could work splendidly. I guess the ability to 'harvest' or get food from Animals is the only thing explicitly needed to add farming, since I don't believe animals can just.. disappear.
Random stuff -
The ability to "make" your colonists when starting a game, giving you x number of points to flesh out skills, maybe start all your skills off at 3, and then you can add points in the different skills.
Skills -
Leadership â€" Humans are a hierarchical species, and therefore crave leadership (Not true ofcourse :p). Maybe gives a small bonus to different jobs, so that your colonists work harder if your skill is high, and the colonist is the leader of the colony ofcourse. Overseeing jobs and the like.
Ingame stuff -
Leader â€" Make a colonist the leader of the colony. Maybe having a leader makes the colony run a little smoother then it normally world. A small bonus to colonist walking speed and work tempo.
Vermin control areaâ€" Colonist will hunt down small animals â€" Boomrats, squirrels and the like, when they enter that area.
Buildings -
Recycler â€" a building that is able to recycle weapons/debris from walls and the like back into metal, maybe only giving 25% or so back.
Person/Raider
Scrap collector â€" Collects free metal on the map (laying around outside)
Characters' movement speed should depend on their situations and health. Colonists shouldn't just leisurely walk to cover when falling back under heavy fire, and mostly-uninjured colonists should be able to catch up with fleeing, near-death raider scum.
Other than that, I'm sure it's been suggested, but it seems like a stun gun would be useful. Very low range, but stuns and potentially incapacitates enemies. Maybe you could carry one as well as a 'primary' gun.
a power in/out meter for electricity would be good
Not sure if these things are cheap, i have zero understanding of code;
-Machinegun pods, like a fixed MG42 or something. Perhaps mobile but with much more accuracy when deployed on a sandbag. Would be an awesome combination if bunkers or window were to be added.
Maybe applicable to the sniper rifle too?
-Pets, purchased, found or caught. Need food and attention. Provides happiness, some pets could help fight.
-More wildlife(probably mentioned much earlier). A raging unicorn would be the bomb :)
a power in/out meter for electricity
Hmm..
Artillery Emplacement - Large (like 4x4 or something, maybe have a smaller version as well), needs open sky, and fires large shells with a mining charge-type explosion. Would need someone or something to spot for it (If that's not too hard to do), and can't fire within a certain range. Would cost a lot of metal and have a large power draw, and wouldn't be terribly accurate.
Also, as an idea (Even though it's not cheap, time-wise), perhaps it could be set to fire on pods (and other things) entering the atmosphere. Wouldn't be the best at it, but it still could take out, say, 15-25% of a raiding party at best, which could mean something. As a downside, it would prevent you from trading due to shooting down the drop pods full of stuff.
Manned Turret - Lesser power draw, about the same metal cost, and needs to have a drafted colonist to man it. Would pull from the skill of the person. Perhaps have it act as partial cover, too - The turret or the person manning it can be hit.
Defense/Safety Zones - Set like a Home Zone, these would still have colonists fighting fires (More urgently in the Safety Zone), but in the case of a raid, colonists assigned to a defense zone (Or with the 'Defense' job/setting active) will man their stations, taking the best cover they can, manning turrets, etc. If raiders make it into the Home Zone(s) (or just get into the Defense Zone, former might be better), all colonists will attempt to either retreat to the Safety Zone (And block the doors up) or, in the case of a 'Normal' mode (Thinking it could be something toggling between 'Defender', 'Normal', and 'Non-Combatant') act like those set to defend would. It would be a way to be able to set up defenses without having to worry about drafting people all the time. They would (hopefully) be smart enough to avoid grenades, and if the metal is available, the colonists that are building would try to re-build defenses (Or just sandbags/walls) after the attack. The way I see it, it's using the Raider's combat AI and limiting it to a zone.
Herbivore Inertial Generator - Just a treadmill that colonists would drag Muffalos onto, keep them fed, and it would generate some power more or less continuously. You could use a re-named variant of the 'Prisoner Treatment' menu thing to set how well they treat it and how much power it makes. Downside is that if that muffalo gets free and angry.. Well, it's probably close to things that can be blown up.
Mass Grave - The same size as a dumping ground (or maybe just 2x2), can hold a larger number of corpses. Can possibly also be used as a fall trap, but that'd probably be a bit expensive.
Food Dispenser Upgrade - Takes a bit of research, makes the dispenser use more food per meal (possibly), as well as some spices (A different thing for a growing zone), but it's a cheapish way to make a standard level of food that people don't complain about nearly as much (if at all). Produces Ration Paste ("Some spices have been added. It is now mostly edible."), adds a production option in all Nutrient Paste Dispensers.
Item Transport Tube/Item Transport Receptacle - A cross between a stockpile and power lines, only bulky. Have a 2x2 area where colonists can put collected items which, if connected to a pump (For the tubes to have suction), the pump is powered, and there's a tube leading through the pump to the Stockpile, it will quickly transport the item there. Perhaps there could be a range limit on the pumps (Maybe not), and even a slight need to have the Stockpile and Food Dispenser connected by pipe to keep it topped off.
Can then lead to 'Fun' storyteller events ("A boomrat was in the wrong place at the right time and was sucked into your stockpile! It gorged itself on the food within." -15 food, "One of your item pumps has become clogged, and it sounds like a Muffalo is stuck inside." Damage/shutdown of the pumps along a line, won't re-activate until the blockage is cleared.)
Rock Crusher - Has a 3x3 storage area for rocks (is 5x3), destroys the rocks or turns them into a very small amount of metal/other resource or gravel. If gravel, then that could be a tile that you could put down. Slightly faster movement (?), makes a nice crunchy shifty noise. Possibly even using gravel as a resource for an alternate sandbag?
Organic Material Reconstitutionalizer - Can be used to 'store' corpses in, alternate food dispenser. Dispenses 'Green Goop ("It doesn't smell that bad.. But there's something that feels off about it. Food's food, though.", causes a happiness loss between raw food and nutrient paste, slight fear increase).
That's all I've got for now..
I saw rockets win watching a you tub show and was thinking that u could add rocket turrets/more power stuff /land mines and some sort of med bay thing
Quote from: Voltronguy on October 30, 2013, 03:06:45 AM
Electrified Fences nd allow us to teh Turrets programming so we can make them target wild life, or even our own people during mass riots!
overseers chair, and even artificial intelligence to control turrets or forced systems to work during electrical storm, maybe goes rogue! ok thx!
also please add flame throwers
incenerators for our dead and alsooo traps! incenerator or laserhall way traps from resident eviL!! http://www.youtube.com/watch?v=DYFOr1PN6EE
PLEAS ADD LASER HALLWAY TRAPS!!
i love these ideas
also please add a cybernetics operation station
Id like to also be able to bring back my dead using a
Re-animation Puppet Station- devil technology from the planet Omicronus Perseus 12, used to bring back the dead in state of the art puppet bodies, imbues user with:
like maximum shooting, hand to hand,
traits
Robotic
Logical
Cold
Inferred Vision
etc
Restrictions:
social
caring
Research (maybe different bodies can remove this limitation, maybe only some treatments for the dead brain can be made to revive it fully, or only half making it like robocop.)
and then if they mess upo the installation of the brain
negative traits include
Faulty Wiring
0 law (causes madness, and then, well, perfect shooting + madness = http://www.youtube.com/watch?v=zW4BpYv2y7s )
Quote from: RebCom1807 on November 02, 2013, 12:46:56 AM
... Organic Material Reconstitutionalizer - Can be used to 'store' corpses in, alternate food dispenser. Dispenses 'Green Goop ("It doesn't smell that bad.. But there's something that feels off about it. Food's food, though.", causes a happiness loss between raw food and nutrient paste, slight fear increase). ...
"Solvent Green is people!"
Cheap Idea
1) - Loyal Friend : Dog arrives with crew , Will kill all small non friendly vermine on site ( if 2 or more dogs are on premesis , will kill large animals aswell )
2) - Overpopulated Colony Ship - Offers to give you 2-3 colonists ( and or a dog ) in exchange for 100 natural resources of your choice , per colonist
I'd like to see new areas with the possibility to attaching people to it. It would be a panikbutton for the people to take position when terrible things happen.
I dont have any clue how complicated it would be to do this, but I would like to see some kind of bodies of water. A river, a pond, a lake, etc. it would be cool if my map could randomly generate me on an island in the middle of a lake or something. I could construct a bridge to the rest of the map at 5 metal per bridge section. or construct a boat.... or even a floating colony that i can move (VERY SLOWLY) around the body of water.
Mostly I just want water so that there can be more animal types. more possibilities for emergency food in case my crops get destroyed every day like in the video Swidgey (or whatever his name was) had on youtube. and more tactical options in combat. say you have a river running near your colony and you get attacked by raiders. Maybe some of the raiders try to swim across and cant shoot or defend while in the water. on the other hand, if you kill them in the water, it would be extremely difficult if not impossible to scavenge their weapon, and even if you COULD find the weaon, the condition could decrease by 10 points per day
It would be a way to increase terrain variability without adding 'Z' levels
Quote from: CosmicKobal on October 31, 2013, 12:54:20 PM
Another Idea is to add Engineering as a skill. add a 'Workbench' just the same as there are Research tables and depending on your engineers skill lvl, he or she can use metal to make different types of guns and armors. that would introduce crafting without having to have a complicated crafting and component system.
I would suggest a skill lvl of at least 6 just to be able to make a pistol and a skill lvl of 15 to make an M-24
Engineering could even be used as your colonies primary source of income. mine or buy metal, an engineering spends 50 or so metal and 2 or 3 days to make a m16 and you can sell it for 7 or 8 hundred maybe? if you had 2 or 3 engineers you could make enough dough to where you wouldn't even need to grow anything yourself.
maybe certain kinds of trade ships could be more common depending on what your colony focuses on producing? if you make a lot of weapons( decided by a value system that already exist in the already established prices of guns) then more industrial,and weapon ships would stop. if you focused on food production, maybe more farming and slave ships would stop by.
Making it possible for Raiders to pick up weapons on the ground that are better then the ones they have. Would make raiders alot tougher then they are now.
I reckon you should add an escape/retreat zone so when you issue the order all the people who are not drafted run to the escape zone. You could set up turrets in the wall to kill the raiders as they come to the escape/retreat room.
Moved here from a topic i made:
Hey Ive thought about how you should change the trading screen.
The problem:
- "Endless" list of items
- Unsorted list
My suggestions:
1. Add a simple amount:# to every kind of item
Instead of "Pump Shotgun" listed 3 times it should say "Pump Shotgun x3"
Or maybe a drop down list next to the buttons, displaying how many you have. If you select 10 and press sell it should sell 10.
2. A Sorted list
Now they look "randomly" listed. So the list could be sorted to display all pistols first then pump guns then .....
[attachment deleted by admin: too old]
Net Gun : Shoots net to capture both people , and animals - But keeps them alive
Lazer Fence / Door . Requires double power when on , no power when off - If touched or started when someone is on the beam they are incinerated.
Forced labour for prisoners
Prisoners will be picked up by a warden and follow the warden around, helping him accomplish any other tasks he may have (such as construction) faster, though you run the risk of the prisoner trying to escape. Should also affect happiness in a negative way.
well with the new skills being added how about a cooking and a crafting station. they would be some sort of bench like the research bench. oh and its been said before but medical table for incapacitated colonists
"You can now dump meals in dumping areas" also this should attract boomrats and squirrels to your dump
Colonists should make an effort to go around areas like graves and active fighting unless they absolutely have to.
Move item instead of sell only for smaller items like beds and tables etc. :)
I was thinking about wich thoughts influenced your goons.
And wi would like to see more since they seem in place.
I would like to see a more of them.
For negative thoughts i'd like to see:
- Working in the rain
- Working inside for to long
- Doing the same job all the time
- Only males/females
- OW NO COMBAT (for goons with terrible combat skills)
For positive thoughts i'd like to see:
- Working in the sun
- Nice nature (unbuild nature where your goons can walk around and leisure)
- Loves doing his job (when he has high skill/confidence in it)
Quote from: cappie on November 03, 2013, 04:57:32 PM
- Make 'repairing' a separate task instead of having it part of 'construction'
This, a thousand times, this.
Quote from: Pendryn on November 03, 2013, 05:41:11 PM
Quote from: cappie on November 03, 2013, 04:57:32 PM
- Make 'repairing' a separate task instead of having it part of 'construction'
This, a thousand times, this.
According to the changelog its already been done.
Not sure if these has already been suggested but two (hopefully) quick ideas.
- Manual switches: Have it so that you can turn on and off power to a section of the base. You can already do this somewhat at present by using the dragbox or by arranging your power lines in a specific way and then selling crucial junctions and rebuilding but an on/off switch would be very nice.
- Make it so that you are unable to sell buildings which are on fire, about to explode or during a raider attack. I've been watching a number of LPs and the amount of explosions you can avoid by selling stuff about to blow up is a bit unsettling.
An idea that I've not seen yet: Make it possible to place growing zones on top of graves (the current ones and/or the mass graves that have been suggested.) The zone could conceivably get a small boost as a 'fertilizer,' or not do anything and just make building your colony a little more efficient in terms of space usage.
Quote from: Calistyn on November 03, 2013, 08:42:40 PM
An idea that I've not seen yet: Make it possible to place growing zones on top of graves (the current ones and/or the mass graves that have been suggested.) The zone could conceivably get a small boost as a 'fertilizer,' or not do anything and just make building your colony a little more efficient in terms of space usage.
If this were to be put in, it should give a big decrease in happiness and increase in fear to colonists farming on the land. I mean, you're literally using dead bodies as fertilizer. They already freak out just walking on top of graves.
Just two weapons:
Prototype Pistol
A laser pistol with relatively low accuracy and range, but a moderate chance of causing stun
Taser
A gun with ridiculously short range, but a huge chance of causing stun
Quote from: DeltaV on November 03, 2013, 08:51:05 PM
Quote from: Calistyn on November 03, 2013, 08:42:40 PM
An idea that I've not seen yet: Make it possible to place growing zones on top of graves (the current ones and/or the mass graves that have been suggested.) The zone could conceivably get a small boost as a 'fertilizer,' or not do anything and just make building your colony a little more efficient in terms of space usage.
If this were to be put in, it should give a big decrease in happiness and increase in fear to colonists farming on the land. I mean, you're literally using dead bodies as fertilizer. They already freak out just walking on top of graves.
That does make sense, especially given the current system, and might be a fun cost vs. benefit decision if it did give a boost to the growing. Later on though, there could also be a 'hippy' trait where a colonist might think of using bodies (human or animal) as fertilizer as a way of 'returning to nature,' and therefore not have a problem with it at all.
ok what about adding more farmland in the game should take no more then a few hrs and be a benefit to those that make a farming colony
It WOULD be nice to be able to terraform. Just plop down a terraformer on the desert and it would change a radius around it into soil over time.
Does putting a solar panel in the desert produce more power than on dirt? Should it?
Quote from: staffy50 on November 04, 2013, 05:43:36 PM
Does putting a solar panel in the desert produce more power than on dirt? Should it?
The ground doesn't effect them, the sun does. So as long as they are in sun, not shade, they should run.
Desensitization: Not sure how easy this would be to code, but the idea is that the amount of sanity penalty a colonist faces decreases with every successive time they experience it. So after a while they'd barely blink an eye at things like corpse-hauling duty or darkness, while new recruits would still jump at everything because they aren't used to roughing it on an alien world. Perhaps certain professions would have more resilience to certain situations as well.
AIR, ENVIRONMENT, BIO-EFFECTS, MORE RESEARCH OPTIONS
Having played your last version of the Eclipse Colony prototype I was thinking how cool the prospect of needing Air for my colonists would be. Maybe not every time, but imagine starting on toxic atmosphere type planets. Or having exposure to toxins in the environment that require extra filtering so your colonists can breath in certain areas.
This could later extend into having equipment for colonists (Masks, Suits) that make them able to survive longer. Maybe at the start they spawn with emergency O2 masks and tanks that only last them a day. So building an O2 generator is paramount to early survival, and shelter.
I loved the air vents, how they could work could be expanded of course. Maybe you need vents on the inside and outside or old air build ups afterwhile. Maybe even a ventilation system would be amazing.
Stuff I saw that should be added back are researching Cargo Zones, (higher tech versions of stockpiles), The drop zones, (higher tech versions of drop beacons) maybe crates drop here instead of just raw items, and I like that they are built like normal items instead of instantly appearing. Well thanks good job enjoy!
(also add aliens, and mechs, i love those things too and people ask for them like crazy!! :D )
Rain + Blood = no more blood.
Cause while playing you get gallons of blood across the map. So one way to fight this, in the nature, is making blood disappear when it rains.
Farting when eating too much of a certain food. Get the whole colony doing it.
"Idle" characters should do something to "entertain" themselves; either sitting at a table with "playing a game" displayed on mouseover or following working characters around and talking to them instead of wandering around aimlessly.
Should there be different costs for different types of tiles.
According to the description, some are more while some are less beautiful.
These can accordingly have happiness effects.
Perhaps it is already planned......
Quote from: starlight on November 05, 2013, 08:21:08 AM
Should there be different costs for different types of tiles.
According to the description, some are more while some are less beautiful.
These can accordingly have happiness effects.
Perhaps it is already planned......
There already are...?
I have read the thread, but apologies if any repeats sneak in anyway. Plus 1 to many of the ideas so far such as lockers, wall lights and more food/growing options. Too many other things to mention.
New items
Solar powered outdoor lights, they charge during the day and provide flood lighting at night outside your base.
Powerful electrical turret that can zap several enemies at once, but uses tons of power.
Better quality beds (less time spent sleeping, happier after use?)
Weapons traders sell armour. Not sure if this one is easy or not. Just reduces the amount of damage people take, no graphics are necessary. May require lockers for storage.
Choose to grow medicinal plants in a growing area and make your own medicine/kits.
Choose to grow luxury food - you grow less per area but colonists like it more.
Traders sell books/discs in limited quantities that help colonists level up in a skill. Book is consumed after use. Makes trade a bit more interesting after you have enough of the basics.
New Raids
Imposter - Raiders grab a colonist away from the others and steal their uniform/clothes so they can walk into base undetected. May confuse turrets into not working but will be spotted by other colonists up close. Goal is to start shooting inside and cause chaos so buddies can swoop in against little defence. More advanced - imposter could destroy power or hack system to let others in.
Thieves - Target stockpiles and metal lying around map, perhaps livestock once they're useful. Run away if really threatened.
Strikeforce - Organised squad drop right out of the sky (parachute?) onto outside part of your base rather than landing further away and preparing. Have body armour and high end weapons.
New events
Trader offers to pay colony to hide stolen goods for him till the heat is off. If you choose not to return goods when he returns, you get raided. Also possible you get raided by officials looking to reclaim property.
Two colonists get married which makes everyone happy for a while, but if something happens to one the other is badly affected.
Contaminated food causes hallucinations/odd behaviour (like ergot poisoning)
Find orphaned/injured animal and if you choose to help it, it becomes tame. Can be kept as a pet which creates happy thoughts for colonists when they are near it.
So this is my first colony sim and I came in only having watched a few playthroughs online. Let me just say, this game is a fantastic introduction into this genre. I love it! I do have some suggestions. Hopefully these haven't been discussed to death already. :)
- Colonists already get word balloons over their head when talking. I'd like to see this extended to also show icons representing their next goal. I know you can click on them, but it'd be faster to see an icon over a colonists head indicating (s)he is on the way to mine, haul, construct, etc.
- It would be nice to be able to fortify cave walls into actual walls.
- It would be nice to be able to see structural integrity so I can ward off roof collapses.
- I'd like to be able to haul raider bodies. If this is possible, it's not obvious enough how to accomplish it.
- I'd like to be able to prioritize sleeping or eating. Right now I don't know how to force a colonist to eat or sleep and have to rely on them to do it themselves which seems to sometimes cause unhappiness if they wait too long.
- I'd like to see supply graphics build up when placing them in the hold.
- Research for some sort of sleep aid that helps colonists recoup faster.
- Research for weapon accuracy or melee training.
- I'd like to be able to draw rooms, not just walls. Meaning I can place all 4 walls at once.
That's all for now. I'm sure there is plenty more I'm not thinking of having never played the genre before, but so much is already covered in the suggestions.
Thanks for all the hard work, Tynan!
Quote from: WesleyJohnson on November 05, 2013, 09:25:23 AM
- I'd like to be able to haul raider bodies. If this is possible, it's not obvious enough how to accomplish it.
Click the raider body, unselect the 'forbidden' check box in the bottom left, then you can haul as usual.
Less percentage of grass growing on sand.
In no time the entire dessert is overgrown.
Pesticide: New research topic. When researched, makes boomrats and squirrels less likely to eat your crops. If they do eat them, they take damage over time.
Quote from: Goeshi on November 05, 2013, 09:43:58 AM
Quote from: WesleyJohnson on November 05, 2013, 09:25:23 AM
- I'd like to be able to haul raider bodies. If this is possible, it's not obvious enough how to accomplish it.
Click the raider body, unselect the 'forbidden' check box in the bottom left, then you can haul as usual.
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
I think I read through all the posts so far in this thread, so hopefully this idea won't be a simple repeat of what others have already said. If not, well... guess that's a +1 to the idea from me.
Worn weapon versions: take every weapon currently in the game and duplicate it, but give the weapon decreased accuracy (maybe 2-3x the spread), as well as a slower fire rate (depending on the type of weapon). Weapon value would also decrease, but damage nor range should be affected.
Quote from: WesleyJohnson on November 05, 2013, 09:50:36 AM
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
Make sure you've un-forbidden the raider corpse, and not just his/her weapon (which is usually lying on top of them and is selected first by default). I found this difficult for a while, dragging a box over them usually helps as it selects everything.
Can i also add a +1 for a zombie event (mentioned somewhere). All buried corpses rise from the dead with very low health. Burning your dead is the only way to avoid this.
Quote from: WesleyJohnson on November 05, 2013, 09:50:36 AM
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
More important: Make sure you have a place to haul the corpse to; either a grave or a dumping area with "strangers' corpses" checked as a valid dumping item.
Sunglasses. Shades. DEAL WITH IT shades.
Putting different sunglasses on different people makes them stand out.
Potentially even research them - or claim them from fallen enemies. There's nothing quite like cool looking stuff. And what's cooler than sunglasses?
[could use a colour picker to customise]
Quote from: DeltaV on November 05, 2013, 09:50:03 AM
Pesticide: New research topic. When researched, makes boomrats and squirrels less likely to eat your crops. If they do eat them, they take damage over time.
Yes, please give us SOMETHING to kill boomrats. Or I'm just going to hunt them all from the beginning and remove them from my maps.
Quote from: Peng Qi on November 05, 2013, 11:21:40 AM
Quote from: WesleyJohnson on November 05, 2013, 09:50:36 AM
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
More important: Make sure you have a place to haul the corpse to; either a grave or a dumping area with "strangers' corpses" checked as a valid dumping item.
Thanks, this was it. I didn't have a place to put them!
Make raider bodies default haul-able, I don't like having to click on them and hit F, sometimes I forget and then the mental breakdowns loom :P
Possibility to remove floor tiles.
Allow ordering multiple drafted colonists to attack the same target. Currently it looks like you can only have them all move to one spot, but if you want them all to attack the same guy, it takes 3*n clicks and makes battles super tedious.
I thought that having an old ruined colony with maybe some collectable metal/food or even an old gun and maybe some skeletons to emphasis the point that this was a failure (and what could ultimately happen to you too ;) would be cool.
Just my two cents worth :P
p.s. having fun with the current release
My first post and I apologize this was first topic I hit and really love what this game offers and while I can make a ton of suggestions of what I would love to see, I will keep it simple. As I dont code , I am not sure of the 'difficulty' of some.
1. Moving objects instead of selling and rebuilding.
2. Single cell dump piles or at least column made ones. ( i've noticed the raiders use these as a defensive barrier reducing accuracy to hit them. I would like to do the same as they seem to be stronger than sandbags. Also they do reduce speed so a line of them covering any exits would allow me to try to place them slowing raiders escaping hopefully)
3. This one might be a bit harder but get annoyed with a useless noble who cant even sweep the dang floors. If they come as a slave or a prisoner, would like a way to 'rehabilitate' them for some minor work efforts.
4. Run power thru rock instead of having to replace with walls. Possibly at a half cost than a wall.
5. Make squirrels and boomrats toggable as an enemy so I can set up guards to keep them out of harvests.
6. Auto Lights - for outdoors when its daylight they turn off and possible sensors for indoors so rooms that are empty will shut off lights.
7. Attack ranges showing on players when drafted instead of clicking on weapon. Possibly toggable with a hotkey.
8. Gibbet (spell that right?) cages. Dont seem to really hit the raiders all that much, possibly more fear factor, altho dont want this universal so my characters take a bad fear hit everytime they haul nearby.
9. Firepit or some disposable means of getting rid of corpses. I currently have a literal wall of graves from raiders. Would rather have graves for my colonists and a way without leaving the bodys in a dump box of just staying there, possibly same for critters.
10. Flashlights - either a equipment rack for them so can swap out weapon when need to move in dark or able to carry as well as a weapon and still function. Would at least nullify dark penalty when moving past colony at night.
I realize this is still early alpha version and yet have enjoyed the game immensely. I have a ton more to suggest but will start looking to see whats planned before I add anymore, I am sure 10 was enough for now :)
Traps:
-iron star: star shaped pieces of still that are hidden in the ground, provoking damage on the enemy and slowing them down.
-magnetic plate: a heavy place with a very strong magnet, will make the enemy slow down and a longer delay between bursts.
-landmine: a traditional mine, can provoke a chain reaction, and become useless during solar flares, even may blow up.
-pit: a hole in the ground covered with leaves and dirt, will stun an enemy for 10 seconds, friendly may fall too.
Buildings:
-Medivac: will heal a character faster than a bed, meanwhile they will not need food or rest, may fully heal in just a day.
-fixed machinegun: will requiere the control of a character, depending on its shooting skill the performance of the gunner may vary.
-kitchen: a small kitchen like structure, than will allow a character to prepare meals for your crew.
-serving dispenser: will contain prepared meals so characters can take them from it.
-scraps recycle machine SRM: will recycle scrap metal into usable material.
-mounted drill: will extract mineral from the depths and throw it arround, also my drop scraps and rock.
-rock grinder: will destroy rocks, may extract small amounts of minerals.
-solar charged lampost: has solar energy cells that will save energy for long nights, do not requiere wires!
-fog lights: will lighten dark areas when foggy.
-biostabilizer: will expand green areas, making plants grow faster.
-reinforced wall: will resist an explosive blast, and may take longer tu burn down.
-fire resistant wall: as strong as a common wall, will not catch fire.
-fire prevention system: will release water when fire is in range, similar effect as rain over fire.
-reinforced cable: will not get cut as often as a common one.
-emp shield: will protect devices inside its area of effect from solar flares.
-large drop beacon: will auto pack resources when bought from traders.
-portable cell pod: can be used to restrain a captured enemy or traveler.
-self harvesting field: expensive and small, but wont requiere the attention of a farmer to produce.
-common pitt: will contain several bodies at once: 12.
-luxury grave: for those we will miss
-incinerator: the best at body disposal systems, will turn them into ashes... also some other kinds of garbage.
-meat extractor: will extract meat from hunted animals and produce raw food.
I'm not sure how cheap it would be or would not be, but...
I really do wish that my colonists prioritized corpse hauling over everything. As soon as a corpse is unforbidden, I want that thing in the ground so it'll stop traumatizing my poor people with the sight of it. I dunno how hard it would be to divorce the corpse-hauling behavior from other hauling, though.
Walls with gun-ports would be just swell. As often as squads of guys with guns rush at you in this game, some proper WWII pillbox action would be just keen.
Barbed wire would be great - it should slow people down, but not provide any cover. It'd be better than sandbag waffles, anyway. People should also be unable to stand in its square, so you can put barbed wire in front of your sandbag fighting positions - so the other guy can't use your own fortifications against you. Concertina wire could be an upgraded version of barbed wire, slows them down even more, may be makes them take damage while running through it.
Not sure if it's been mentioned in the 19 pages ahead of me, but it seems like it should be very cheap.
Make dumps drag-zoned.
I noticed it when trying to fill in an oddly shaped area with debris. It would be much easier if the dumps weren't a fixed shape.
The ability to change your story teller AI during a game.
Burning paste. Exactly the way you'd imagine. Just some nutrient paste from the dispenser poured over the ground to create a highly flammable trap that can be ignited by anything that will cause fire(molotovs, charge rifles, lightning, nearby fire, etc.) and will quickly spread to adjecent tiles of burning paste.
I haven't read the previous 20 pages, but here are my suggestions;
Be able to carry rocks from a dumping area into a location, then smooth it down in order to make smooth stone floorings.
Shooting range - Build it far away from residential areas or else noise complaints will be filed, but allow members to increase their shooting abilitiy
Use mountains as walls. I could construct a U shaped building with the top attaching to a mountain and it count as an indoor location.
Quote from: CyborgTriceratops on November 06, 2013, 06:21:57 AM
Use mountains as walls. I could construct a U shaped building with the top attaching to a mountain and it count as an indoor location.
That already is in the game, it will take the mountain wall as the fourth wall of the building, unless you made it too large, then the roofing will collapse and create rubble.
Quote from: chaotix14 on November 06, 2013, 07:20:55 AM
Quote from: CyborgTriceratops on November 06, 2013, 06:21:57 AM
Use mountains as walls. I could construct a U shaped building with the top attaching to a mountain and it count as an indoor location.
That already is in the game, it will take the mountain wall as the fourth wall of the building, unless you made it too large, then the roofing will collapse and create rubble.
I tried to do a 3x3 building for prisoners using two sides as a mountain and it said I didn't have a walled in prisoner bed. I then tried using one side as a mountain and I received the same issue.
I have no idea if this is in. % chance of slipping up on vomit and sick.
Quote from: CyborgTriceratops on November 06, 2013, 06:21:57 AMBe able to carry rocks from a dumping area into a location, then smooth it down in order to make smooth stone floorings.
That'd be nice; problem is there's no way to make more stone once you've used every boulder on the map for paving bricks. I'd like this idea, though, making nice-looking paving-stone floors out of stone. As it is, your options are ugly and utilitarian, or pretty carpet, which doesn't really belong outdoors, does it? (Though painting the killbox red should help hide the bloodstains!)
Quote from: ShadowDragon8685 on November 06, 2013, 11:15:25 AM
That'd be nice; problem is there's no way to make more stone once you've used every boulder on the map for paving bricks. I'd like this idea, though, making nice-looking paving-stone floors out of stone. As it is, your options are ugly and utilitarian, or pretty carpet, which doesn't really belong outdoors, does it? (Though painting the killbox red should help hide the bloodstains!)
I think it's safe to assume that more floorings will be coming. Don't fret about it, it's an alpha. I think it's more annoying that we only have the paste or raw food as edibles, both of which are negative towards happiness.(could at least temporarly have set the happyness to 0 for the paste, till there was an alternative)
Not sure if said but sickness could be an interesting addition. My people slept outside in the rain my first night ever, I thought this should have caused many sicknesses. This would suck for me the player but for higher difficulty this would make a great addition.
Add the ability to enable / disable rocks / rubble being placed in dumps...Its VERY annoying having a body dump filled up with rocks, since you can't disable someone putting them there, yet. Could also help managing where rocks are placed, too, by prioritizing the back-most dumps first, so you dont end up with people filling in the front of a dump, then climbing over to fill other stuff.
QuoteAdd the ability to enable / disable rocks / rubble being placed in dumps...Its VERY annoying having a body dump filled up with rocks, since you can't disable someone putting them there, yet.
You can. Click on the dump, (A single one, can't do it en masse) and where the black status window at the bottom left is, there will be an orange tab that says storage. Click on it and it lets you manage what goes in it including all types of corpses, Meals and debris.
QuoteShooting range - Build it far away from residential areas or else noise complaints will be filed, but allow members to increase their shooting ability.
I thought of this last night and was going to post it. My thoughts were more of having it just a target for people to shoot at. (Then you can build your own range). It would require people to be drafted to use, so while they are getting their shooting skill raised you still have to pay attention to them so they don't starve and break down. I think that would be a fair balance and help with raiders.
Also another personal suggestion, Melee weapons. Give to brawlers (or any class like assassins) for an additional boost over those pesky snipers.
How about booby trapping weapons? Reason being because I have about 200 weapons on cassandra, and it would be more worth the selling cost to a trader, because all you do now is collect weapon, put on equipment rack, profit.
A tower that takes a long time to build and costs a lot of metal, but it draws most lightning it it's radius of effect towards it. I'm not sure if it's cheap enough!
Also, sofas and coloured tables and chairs. :3
Cheap ideas.
- New wall segment with built-in light (perhaps weaker than the standing light and drawing less electricity?)
- Shortcut on the Comms console to assign the colonist with the highest social to it (rather than hunting the colonist down through the overview)
Quote from: Stormkiko on November 06, 2013, 02:27:52 PM
You can. Click on the dump, (A single one, can't do it en masse) and where the black status window at the bottom left is, there will be an orange tab that says storage.
My bad...
Also, weapons which can be used in melee, or an option to use guns at point blank. Wild animals are very dangerous when they disable you from using the big machine gun once they get up close. I could understand more risks (missing, shooting yourself maybe) but having to be disarmed atop of it seems unfair. Or maybe use a melee comparison between the 2 combatants stats, to see if someone DOES disarm the other person, to still keep that aspect there.
Reinforced walls - possibly a later tech or something
Tech to increase reliability/effectiveness of solar panels
Bulletproof vests
Heavy weapons - by this I mean something like an auto turret but that can be moved and is not fixated on one position but has to be carried
Pre-existing Structures :-
The Monotolith - A dark and geometrically exact block of something ... sinister and strangely dull.
Causes complete drain of tiredness for the first colonist or raider who walks near it or continuous area effect until destroyed.
"Goodness me! It's full of beige."
Constructables:-
Musak speaker (propaganda tower).
Plays loud inspirational (or irritating, depending on perspective) instrumental music constantly provides slight bonus to work speed with slight increase in tiredness.
Mental floss dispenser.
Lowers loyalty threshold for prisoner recruitment while washing away all those inconvenient memories of their previous life. resets all skills to 2 (or 1).
Ominously Flickering Light Fixture - Like a light, except it just won't stop flickering. Raises fear far more than the dark would. May cause drowsiness, paranoia, delusions, weight loss, weight gain, spontaneous mental break or death.
Shock and awwwww. Throws stuffed toys toward the enemy, really cute stuffed toys. May cause stun.
Transporter train / monorail / tube / conveyer thingy hub.
Acts as a dump / stockpile for receiving items, moves them to the other end of track then drops them in adjacent square hopefully faster than walking with them.
Items :-
Motion charged Head torch. Reduces fear of dark places
Exciting Exo-skeleton. Reduces speed penalty for hauling heavy items, may malfunction causing damage to wearer and or nearby things.
Illnesses:
-Brain slug: found in wild animals and some plants, will provoke agresivity and confussion in the host.
cure: direct extraction, need to isolate the host in a cell to perform surgery.
-sand crabs: a sort of flea found in the sand an rocks, will cause small wounds and even bleeding in the host.
cure: antiparasite spray on the infected.
-flesh eating larvae: found in dead bodies when not burried or burnt, will provoke wounds and bleeding, may kill the host if found in large amounts.
cure: antiparasite spray
-cave lung sindrome: provoked for living underground without the proper ventilation and cleaning, may provoke sophocation and death of the patient.
cure: smath inhaler treatment, may take a few days.
-dark skin sindrome: provoked for having too much contact with minerals without the proper equipment, will cause weakness and tiredness.
cure: steech cream and flim syrup treatment, may take a few days.
-fungy skin sindrome: provoked for living underground for too long, without the proper cleaning, may cause permanent wounds.
cure: steech cream treatment.
urobor larvae: found in dead animals, will grow inside the host killing him and becoming a dangerous reptile like creature.
cure: surgery, althou only has 30% chance of success.
buildings
-surgery pod: used to perform surgery on a patient
-hospital bed: will alert the doctor when the patient is in need and provide nutrient paste when hungry.
-stasis pod: used to contain a patient till a cure is found, also used to study an illness
-medical research lab: used to research new cures
-air purification system: will clean the air in a certain area, may help fire to spread.
-medical cabinet: will contain medicine and other objects a doctor may use.
Auto Kitchen: An Improved version of the Nutrient paste dispenser, It makes a simple bland meal (replica) instead of a bland paste. It now looks like proper food, instead of some sort of goo.
Needs to be Researched first, cost more metal to built, draws more power, and uses twice the food. But you don't get that Nutrient paste Happiness penalty. or at least lessen it. Image might perhaps be a Re-colored Nutrient paste dispenser?
Scrap smelter: Throw pistols and other junk into this to get some metal back.
Reasoning: In my ongoing first "proper" game (in Cass. Classic) I'm at cycle 10 or so. Counting filled graves and equipment stands, I've killed 118 raiders and I have 90-something weapons stored. It's raid after raid, sometimes it feels like I can barely move the bodies out before the next one. And I haven't seen a trader of any kind in ages. I have dozens of pistols, incindary launchers, molotovs etc. I'd love to sell, not just for money but also for clearing room. I've built two big armories to store them all, which shouldn't be necessary unless you want to hoard like this. Being able to get some metal back for this junk would be great. Increased trader frequency would be great as well ;)
Hi I'm new to Rim world but at current I have basically bet the game with raiders doing nothing now.
I'm 19 and live in Australia.
this list is long and have "not cheap" ideas in it.
most ideas are original but some are from friends or other users.
1: Doors (small)
easy, 2x1 doors, stronger doors, maybe even "blast doors" 2x2 that require power to open?
2: lighting (small)
i was thinking maybe something like wall lights so they don't take up space.
i was also thinking a new type of power cable (maybe researched), that has natural LED on it so it glows, this makes 1 wide walkways easier to light up or even mining corridors.
3: Ditches (small-med)
like sand bags but free, take more time to build and have less cover from bullets (maybe explosive does more damage as well?) also so the people can actually occupy this space unlike sand bags.
4: Tunnels/Underground walk ways?
where people dig under the ground (still walk on top of it), cant build anything down there except lights and cable, using a man hole to get in. this allows for people to be more tactical in battles (pincer attack)
5: upgrades (med)
a building maybe 1x1 big that you place right next to an auto-turrent to make it more useful ex. 20% damage boost. maybe making it expensive? and highly explosive resistant!
6: guard walls (small-med)
adding a wall that people can climb onto and fire off it, more sturdy that the normal wall, maybe even allowing it to get thick" and allow turrets to be placed up there?
7: Turrets (some easy, some Big)
maybe after research, a snipe auto-turret, high damage slow fire rate, low HP, high range?
even maybe turrets that need to be maned? high damage or explosive? maybe just really bad recoil if gun skill is bad? this also with the walls mod?
8: AI (huge)
I'm sure our 3 people weren't the only survivors on a space ship?, maybe other people wanted to do different things than us or landed later and didn't approve? making up there own colony?, maybe starting off with better supplies to make it future equal?, trade with them, fight raids, capture prisoners?
9: Multi-player (Mid after AI vs implantation)
same as AI mod above but with another human, simple.
10: WorkBench (med-big)
maybe a workbench for building things like guns or prototypes (see later)?
using scrap or metal to build items?
11: research (mid)
adding a research tree? like researching guns then M-16 then the M-24 to be build at a work bench?
adding things like research bullets, then things like pure gunpowder, efficient energy cells, copper tip bullet for things like 2% less recoil, 2% increase fire rate, 2% damage increase respectively, and allow them to be researched like 20 times each?
12: Prototypes (Mid-Big)
when a new gun or turret is researched, it first has to be build as a prototype through the workbench.
this costs extra for the first building, gun ect. and in doing so then builds the prototype and making it have some buffs (as all prototypes do), on random completion such as, faulty wiring:sparks can cause flam when firing, Big capacitor: draws 20% more power than normal, but increasing firing rate by 10%!.
after the first prototype has been built, it goes back to the original build of that structure or gun ect.
Last but not least!
13: recycling (mid-big)
just a simple bench like a research table that scrap can be put on from dumps or home fields and turned into about 3 metal each piece of scrap, this makes it clear up dumps more and a little extra metal to use on projects. maybe even have a chance like 0.5% of randomly finding a good gun within the scrap that wasn't noticed before?
there you have it guys. sorry if it was to long but yeah they are my ideas
please email me if you have comments or questions!
Brandon.
Leader (I saw this before): Select a leader > Happiness bonus to everybody = Leader Social comp.
Wire fencing:
+very cheap,
+can't be damaged with ranged weapon
+prevent from going through
+/-can shoot through
-very low health
-no cover bonus
Right-click Prioritize sleep/eat.
I'd love to be able to top off my workers so they will stay out longer, rather than having them go and sleep only to have them turn around in a few seconds because now they need a snack.
a checkpoint flag that rallies and gathers all your colonists.
Pep-talk, a high social colonist can speak to a colonist who is approaching a breakdown to make them feel better.
How about stuff like melee weapons?
Like knives or katanans, maybe even a pencil? ;) ;)
You'know cuz you have a hand to hand skill.
Quote from: Renham on November 06, 2013, 09:16:21 PM
Illnesses:
-Brain slug: found in wild animals and some plants, will provoke agresivity and confussion in the host.
cure: direct extraction, need to isolate the host in a cell to perform surgery.
-sand crabs: a sort of flea found in the sand an rocks, will cause small wounds and even bleeding in the host.
cure: antiparasite spray on the infected.
-flesh eating larvae: found in dead bodies when not burried or burnt, will provoke wounds and bleeding, may kill the host if found in large amounts.
cure: antiparasite spray
-cave lung sindrome: provoked for living underground without the proper ventilation and cleaning, may provoke sophocation and death of the patient.
cure: smath inhaler treatment, may take a few days.
-dark skin sindrome: provoked for having too much contact with minerals without the proper equipment, will cause weakness and tiredness.
cure: steech cream and flim syrup treatment, may take a few days.
-fungy skin sindrome: provoked for living underground for too long, without the proper cleaning, may cause permanent wounds.
cure: steech cream treatment.
urobor larvae: found in dead animals, will grow inside the host killing him and becoming a dangerous reptile like creature.
cure: surgery, althou only has 30% chance of success.
buildings
-surgery pod: used to perform surgery on a patient
-hospital bed: will alert the doctor when the patient is in need and provide nutrient paste when hungry.
-stasis pod: used to contain a patient till a cure is found, also used to study an illness
-medical research lab: used to research new cures
-air purification system: will clean the air in a certain area, may help fire to spread.
-medical cabinet: will contain medicine and other objects a doctor may use.
...That's not cheap : S
-- Weapon: Rocket Launcher:
Fires powerful rockets.
+ Fairly long range (about the same as a Lee Enfield).
+ Deals high damage to buildings (about the same as a grenade).
+ Splash damage to buildings.
+ Deals moderate damage to humans.
- Very slow firing rate.
- Very inaccurate.
- Heavy (slows movement rate when carried).
Basically this would prevent the player relying too much on entrenched defenses.
The low accuracy and lesser damage to humans would prevent this from being overpowered in the player's hands.
Possibly it should be very rare and/or only occur on higher difficulty levels.
AI use: Should be straightforward; just use the same AI as for Grenadiers, but fire from longer range.
-- Raider: Sappers:
Sappers can disarm Blasting Charges, rendering them harmless.
They show up with raiding parties and are used to clear a path through minefields.
There is a small chance (~5%) that the Blasting Charge will *instantly* explode (without waiting the normal time for the fuse to burn),
instead of being disarmed.
Colonists can rearm the charges later (so they are not lost permenantly), but again suffer the same ~5% chance of an instant explosion.
AI use: During the "staging" phase, the AI computes a path from the landing site to the player's base (I assume it has to do that later anyway!). The sapper tries to disable each blasting charge whose area of effect intersects the planned path. If the charge is activated and the Sapper is in range, he runs away. Once the staging phase is over he acts like a normal raider.
-- Mechanic: Sanity Meter:
Introduce a Sanity meter alongside Loyalty/Happiness/Fear.
The Sanity meter depeletes whenever Fear is greater than Happiness and recovers whenever Happiness is greater than Fear. Movement of this meter is slower than the others, so colonists will not quickly go insane just because they are frightened. Rather, insanity would occur if the colonist is subjected to consistent stress for a period of time.
If the Sanity meter drops below 10%, they will suffer a Mental Break (works just as it is now). If the Loyalty meter drops below 10%, they will *not* suffer a Mental Break. Instead, they will just try to leave the colony.
Ok, perhaps this fits better here than as a separate thread:
I have the following small suggestion: bind keys to the buttons in the dialog windows that appear. Example: I get a message about a part of my ship reentering the atmosphere near me. I click the letter icon and then need to click (CLICK!) one of "ok" and "focus on location" in the dialog window. I'd like to be able press ESC to dismiss the window without removing the message icon, press ENTER instead of clicking "ok" and some other button instead of clicking "focus on location".
--Tage
- Wall/ceiling mounted lights.
- Research "brooms" for faster cleanup (or something more creative)
Robots!
I know it sounds code expensive. But it's basically a colonist with a different skin who instead of consuming food and having hunger consumes power and has a charge, must plug in and recharge (sleep) at a power socket (bed) but otherwise runs around like any other citizen with a fixed loyalty bar and no skill development. They can be purely combat or agriculture robots (same as nobles refusing to do other work) and can be a good source of labour for a one off payment that doesn't impinge on your food supply.
Then you can throw in a need for repairing and maintenance and malfunctions. From gaining sentience enabling the loyalty bar and negative positive effects like any other colonist, to disassembling stuff you've built, to helping the humans with all their malfunctioning flesh or hidden code which can be activated by raiding parties sneakily allied with the trader who sold you the bot, firmware hacks and upgrades to give your droid other skills and software upgrades to increase their skill.
Also probably already mentioned but can we have a non lethal weapon, minimal damage but higher chance to stun/incapacitate. I want to capture me some raiders :P
Ideas for weapons that fall into this category
- Shock sticks
- Tranqiliser rifle/rounds
- Gas grenade
- Riot foam launcher (just fires a projectile that if successful immobilises but still allows to fire or completely incapacitates an individual for x time)
- Riot foam mines (same as above but self explanatory)
Pardon me for not going over all 21 pages of ideas so far... Since i beleive the underlying mechanic might be there for this..
Patrol zones.
We have a home zone where colonists will look for fires and clean and so on. but what about a patrol zone that if someone is drafted, they will automatically go to and fire on any raiders in that zone.
multiple game levels like in Dwarf Fortress.
Quote from: UnitedPE on November 07, 2013, 01:06:32 PM
multiple game levels like in Dwarf Fortress.
That's VERY expensive, as mentioned before. These are cheap ideas, like reskins and basic buildings/structures for example. Anyway, I personally prefer not having the Z-levels, I think (as somebody else said before) it means you can focus more and management is easier.
Quote from: Wayfaerer on November 07, 2013, 12:08:59 PM
Robots!
I know it sounds code expensive. But it's basically a colonist with a different skin who instead of consuming food and having hunger consumes power and has a charge, must plug in and recharge (sleep) at a power socket (bed) but otherwise runs around like any other citizen with a fixed loyalty bar and no skill development. They can be purely combat or agriculture robots (same as nobles refusing to do other work) and can be a good source of labour for a one off payment that doesn't impinge on your food supply.
Then you can throw in a need for repairing and maintenance and malfunctions. From gaining sentience enabling the loyalty bar and negative positive effects like any other colonist, to disassembling stuff you've built, to helping the humans with all their malfunctioning flesh or hidden code which can be activated by raiding parties sneakily allied with the trader who sold you the bot, firmware hacks and upgrades to give your droid other skills and software upgrades to increase their skill.
Also probably already mentioned but can we have a non lethal weapon, minimal damage but higher chance to stun/incapacitate. I want to capture me some raiders :P
Yes, that's basically my idea @ http://ludeon.com/forums/index.php?topic=685.0
I don't know if anyone else has suggested this but, I find myself a bit frustrated with the auto turrets' targeting. What if you could control the turret's target just like one of your colonists? Or perhaps a research topic that allows you to build different types of turrets i.e. flame turrets or grenade launcher turrets?
Just a simple suggestion for a new research area (not sure if it has been mentioned before), but I would like to see insulated roofing, which would stop the effects of a solar flare indoors, so that not all of your defenses are dead during a solar flare. It is simple code-wise, because it just does a check for if there is roofing over an electronic before shutting it off.
Power Switch: slightly more expensive variation of the Power conduit. can be turned on and off like a lamp. when on, power passes through normally. when off, power dose not pass through it.
Useful for power management, makeing it easier to set up back up batteries and/or turn entire sections of your base on or off.
It could be nice to be able to give nicknames to our colonists :)
Some "cheap" item ideas:
A "Pillar" that looks nicer than a wall and helps to support rooms when you make them really big
Switches that turn on/off power feeds.
Just thought of a few more. A research track for power with things like: batteries charge slightly faster, lights cost 10% less electricity, can place objects further away from power line (like turrets) or improved fire resistance.
Also a way to assign beds to anyone. Sometimes I build a mini base near mining a fair way away from my main base. Its much more efficient if people working there, eat and sleep there too, but beds are all assigned to individuals. I want 'free' beds that anyone can use if nearby.
How about?
Dummy Turrets - Don't fire, cheap but absorb enemy attacks
Solar Reflectors - Attached to a Solar Panel, increases power output of the panel.
Mineral Miner - A unit that mines. It just produces metal over time, requires power.
Steam engine - Produces Power, burns crops, part of the farming chore.
Power Switches - Allows for division of the power grid. Greater control for the player.
Land mines - self explanatory.
No Go Zones - areas that your people are not allowed into.
That's my two cents worth....
- Ability to replace dirt walls with normal walls inside your underground base. - It would still cost metal to build, but it just makes it easier to replace the dirt walls in your base with normal ones.
- Nuclear Reactors. - Extremely unstable, but produces a lot of power.
- Meteor Strikes - Is what it sounds.
- Ceiling Lamps - Requires a ceiling above them, and still requires power (obviously)
That's all I got.
The ability to see the explosion area of turrets or other structures which can go boom.
Also, some sort of reinforced wall which is able to contain an explosion.
Doormats!
Reduce the amount of dirt the grubby colonists track onto the carpets.
Some kind of flooring (like a reskin of concrete or tile) that's worse than the 67% movespeed of sand and soil. Mud? Uneven flooring? "Rough terrain"? Would be more ethical, less effective, and a hell of a lot easier to set up than sandbag waffles or hydroponics mazes.
Double beds that give 10/10 resting efficiency, bumping beds and sleeping places down a few notches.
Comm beacon / radio broadcaster. Reskin of drop beacon, increases chance of trader events but increases raider waves too (maybe it counts as a turret or a few turrets for the purposes of calculating raider numbers?)
Some kind of wall that doesn't form a roof (Fence, I guess). I want to expose my prisoners to the elements.
Some way to remove thin ceilings both metal and rock would be great to have instead of relying on collapsing and having to deal with all the rubble.
I'd like to be able to place all those rocks that are currently nothing more than a hauling nuisance into specific places on the map. They seem to give a much better defensive bonus than sandbags, so i'd like to be able to place them in strategic locations as defensive structures.
Maybe add a random bullet bounce effect to them to make using them a tad more risky than Sandbags that tend to gobble up and stop bullets, but they are a hell of a lot more durable and can take a ton more punishment before turning to gravel.
Definitely like the idea of placing rocks where I want to place them.
Also, I think some kind of fire supression system for buildings would be great.
A way to export the entire map as an image in game would be really useful. I know there's other ways to take screenshots but not really any good way to get the entire map without having to stitch it together.
What about a quick restart option? Say you wind up screwed over but you really liked the map you had and wanted another go at it.
So the normal way a raider seems to spawn on the map is he's dropped out of thin air from drop pods.
How about a way from raiders to spawn at the edge of the map.
Ive searched around and didn't find a similar post besides the common "different walls" my suggestion is perhaps using rock/rubble as a resource and use that to build a "standard" wall that can be used for defensive purposes and wont auto-roof and wont supply power?
will there be better food ? i think the colonists would be very happy to be able to enjoy a nice big juicy mofalo steak with potatoes. i know there are "cooking" abilities so that, i bet, will be coming soon enough.
yet here is my idea.
the ability to brew alcohol. and the behavioral effects it has on people.
you speak of "cheap ideas". well i think this should be in the range of possibilities. colonists not walking straight, shooting less straight than usual, becoming violent and obnoxious, and the effects of hangovers -20
how about also:
the possibility to grow hemp for materials n such? of course, some of the colonists might get high every now and then ? cause you know, not ALL plants are male... SOME are female. so SOME of the colonists could get high... with some it could have benefits like becoming creative and philosophical or question authority, with others it could negative impacts like wandering off and finding one of them bomrats a bit too cute, or get lazy while mining out a mountain.
i just saw, you, the maker of this game, are planing on implementing police. as alcohol and hemp/weed like substances would be great for trading n such, that would go great with the police part.
also, i would find it very interesting, id i did not need to arrest every single person walking by. couldnt they just find it oh so beautiful and comfy at my colony that they volunteer to live there?
either way... i freakin love this game already and cant wait to see it evolve
Cheap idea is something that can be done under 4 hours?
Here goes:
- Turret -> Copy -> Paste
- Remove gun
- Add searchlight
Done
How about a poll of the current suggestions, the top five make it into the next release?
Power lines embedded in cave walls, they no longer take up space on the floor but the take a bit more time to build
Is EMP grenades out of theme with rimworld?
- Pre-set points where your settlers will try to get to once you've drafted them would be wicked. Saves users having to click x points for x settlers. It's a bit cumbersome to have to click their spots individually, pre-setting them as a series of rally points would be excellent.
- More research options, even on higher difficulty settings I run out of improvements pretty quickly.
- Would love to research something to deal with the insane amount of debris I end up with after 30+ days. On smaller maps it can get some what annoying. Could be linked to research.
- Some way to deal with a cache of weapons I don't have the colonists for. I'm playing with the new AI and haven't had a whole lot of colonists but have survived an insane amount of raids. With a mega collection of guns now and a no ship able to buy (most of) the lot I have stored... it's a backlog of weaponry.
- Outside batteries, greatly reduced capacity but still able to charge a/two turret/s without shorting in the ran. I like to keep my power supplies separate between weapons and colony buildings. It'd be nice to have something charging them up without having to build a battery shed for it. Could even add a new behavour to the raiders, make them target the batteries and disable the turrets they supply. The player adds sandbags and a rally point to cover that angle of attack.
- Since so many of us like building into the rock, maybe add a heating element to rooms to increase personal happiness. I live in a place made out of tile and concrete, it gets insanely cold. Without carpets and a heater I would have moved back to Canada years ago. I figure the colonists would be experiencing the same thing. Rooms without the improvements could add a debuff of 'Can't feel my damn feet' and lower happiness.
- Add someone with the therapist skill, to help with those colonists feeling the burden of being on a alien world fighting off attack after attack after attack. Limitation to it could be that they can only use the skill on 2-3 people every few days. Therapists could be more likely to just walk out into the desert and need to be arrested and treated like a prisoner for a few days.
- Radar, doesn't have to display anything UI wise but having it researched means your comms center will let you know several hours earlier that raid parties are descending. Rather than you discovering them only after they've hit the soil.
- Being able to make something, preferably food wise, out of the animal life. That way there's less reliance on just farms/food tables. Maybe make them a tiny bit happier than food paste or maybe just help improve the current food paste .
- Being able to set turrets to stun or disable mode would also be useful. As I mentioned I am playing the new AI and keep getting some pretty brutal raids. Even without my turret defense, they seem to come pretty well armed. So I'm almost always stuck having to slaughter them oppose to capturing any new people.
I got the Pirate tier and looked at the prototype pack when i looked at SpaceColonyGame.(rimworld first look :) ). Now one thing i like about it was Create character menu witch u can make your colonist with a menu of back-stories, this would add some choice in the game then just random colonist. plus u can add more back-stories and still have the random to make a quick one.
thank you
spynet 8)
How about muffalo chops? (Food drops when a muffalo dies) :-X
A quick one from me:
Fire extinguishers- let colonists reach further to fight fire, such as over unpathable objects like the outside of a solar panel
A light/wall, combination of this would allow for large rooms with minimal lighting, as the wall could be used as a column, while lighting it's surroundings.
Two very important, cheap ideas.
1: Flourescent lighting. Not allowed to contribute to "Brightly Lit" status, but provides a lot of "Lit" lighting for very little electricity. LED lighting should be even better. Make us research these.
2: Breakfast! If you get out of bed with nothing that has to be urgently done (like grabbing your rifle to shoot bandits, or putting out fires,) the very first thing you should do is eat! I am so sick of seeing my colonists sprint from their beds down into the mines, start mining one fucking tile, then go "Ooops, my belly's rumbly, better sprint back out of the mines into the dormitories and have breakfast!"
When I came here I was full of ideas, but seeing that there are a lot of excellent threads (This is not only already a good game, but the community seems to have a picture in mind that I like :) ) already addressing most, I will focus on small suggestions:
* Colonists go eat/sleep even when they are nearly finished with a construction job.
* Colonists move at the same speed, so persuing raiders is impossible.
* I always click on the door icon when I want to build a power conduit.
* I always look for the home zone tools under Area instead of Orders.
* I mix up Structure and Buildings.
* Moving an object is not yet possible. One has to sell and rebuild it.
* Colonists could move resources on their way back to base when going to eat/sleep.
* Building/Repairing turrets encircled by sandbags does not work.
* ?Blood does not decay?
And here's a big one:
Please, make good use of the tech and crafting system. I want the game to be hard not because of raiders, but because I crashed on a planet with nothing. Building high tech like a nutrient paste dispenser and a comm station should imo be much harder. Survival game :)
And what I've learned from Prison Architect: Please don't make people start over a lot. Concentrate changes that break existing colonies or make starting over more feasable into one patch every now and then.
Please feel free to continue the list :)
Here's a few suggestions primarily pertaining to the combat aspect of the game.
1. Bunkers: A build-able structure similar to Starcraft bunkers in that they can house a few colonists while repelling hostile forces. limit of 2 colonists and said colonists cannot utilize grenades.
2. Alert system: A set of sirens that when activated will immediately put colonists in a limited range immediately into DRAFT mode and await orders. The reason i suggest this is because A: it prevents random, non military colonists from running up to a sentry turret that's about to go kaboom or into oncoming fire. and B: allows for a quick organization of forces to work during an emergency.
3. Cave-in charges: specialized mining charges that when placed in places with an overhang (Structures or under the mountains) causes debris to fall in the immediate vicinity in order to damage and block off access through tunnels. Medium level research and fairly high materials cost.
4. "decoy" explosives: Dummies dressed as colonists that can draw the attention of raiders but will explode when HP runs out. useful for delaying and elimination of raiding parties
http://ludeon.com/forums/index.php?topic=908.0
I realise now this is a better place, didnt see it before. This idea has no effect on gameplay, but could enhance the storytelling by giving the player a prompt if you were, on how their characters arrived, and their current roles.
How about a really easy event to make. Lab accident while someone is researching set fire or knock out some people for a day. I would say illness but that's not cheap the fire and pretty sure the knock out is somewhere in the game.
Also make the AI enemy shoot mines and give the mines 5 10 hit points
Maybe a bomb squad team with 1 sniper to 3 grenadier that try to attack your walls.
Raiders with a miner maybe to dig in the stone. But there is tricks to stop miners just putting sandbags along the whole wall might stop this.
also sure people will not like there map getting chewed up by the ai
Using search, I havent found many people talking about this, but it would be great to allow players to speed up the battle time.
Its nice that now the time slows down to notify you that there is a battle happening, but really if its a few squirrels, I think we should get the option of manually speeding it back up so we dont have to watch our colonists punch the squirrels for 3 minutes.
good to slow down time,
bad to restrict user option to manually speed it back up
I love what youre doing Tynan!
Love your game !
(Sorry for any mistake i'm not too familiar with english)
few ideas :
*Add more colours for the floor
*We start from a crash, it makes more sense to dig trench instead of sandbag or maybe just add trench which need only a shovel or hands.
*Add some infos on the codex :P (dunno if we can do it)
*Can you add some walls that doesn't conduct electricity (which means explose) if we want to dig metals just to dig it and close the hole.
*After that update i get my game to 20+ colons it would be awsome if we can Ctrl+X or make groups (like toogle marins, commissar together as gunners without selecting others, as groups of differents weapons that will add some strategy to our placement) Sorry if that is not so cheap.
*Allow turrets to shot animals (or allow us to do it manually)
*some cutting/bladed(?) weapons? (We see guns everywhere, isn't it on the game way to get some knife, sword or heavy metal bar love that etc... ? I realy don't know, no offense in this)
*It would be great to add somekind of patroiling pathern for noble or assassin which can basicly do nothing
*Possibility to move up/down people in the priority menu (which allow you to align miners/oaf/scientist etc... and in term let you be faster to change/update priorities)
*movable machin gun which doesn't require electricity but one person and depend on shooting ability (maybe use those buyable bullets)
There should definitely be a morale (loyalty) boost whenever your colony repels or defeats a marauding group of raiders. As it stands there only seems to be a drop due to: "Seen a dead body", "Witnessed someone die"
Two things.
1) crops should (eventually) require water.
2) there should be a way to "collect" this water to allow for say better meals (since all forms of food currently give a negative impact on happiness) fro which I have 2 ideas one being a simple water collection tower (water level rises when it rains drops when used) and 2 is a condenser (would most likely require researcing) gets placed over gysers and as that "cools" creates water more reliable but not as fast as the water tower.
This should be easy. How about letting rain wash off blood?
Sorry if it's already been suggested.
Add an invite option for travelers. There is a chance they will flat out refuse based on how good your base is. Once they are a "guest" they could function pretty much the same as prisoners for now but without the penalty of being imprisoned, and they will decide to leave if their happiness drops to a certain level.
Ability to bribe raiders into leaving you alone (using coms, or sending out an unarmed ambassador to them).
Would be an interesting idea if you had tons of cash and a bunch of raiders came to wipe you out, and you handed over a couple thousand dollars for "protection".
Like the home zone, for fire control, the DNL zone is for "Do not leave", if a colonist enters the DNL zone, they cannot leave unless drafted(or on fire, but not to, put out a fire.
The main advantage of this is during raids, to ensure the colony can continue to function without drafting everyone. If a fire in the home zone cannot be reached due to a lack of overlap it will be ignored, as will any other tasks given to that npc.
Perhaps NPCs may leave the DNL zone for priority 1 tasks only. After which there is no reentry obligation. You could have several layers for this, and add it to the overview and tag NPCs to their layer, for example, non violent warden cannot leave cells and* food dispenser, expert grower cannot leave base (which contains hydroponics, food dispenser home) etc.
* Link must exist.
Motion sensors: early warning system that detects trespassers
Did a search but couldn't find it in the suggestions although ther is a similar suggestions for an "alarm system" which touches the subject of early warning systems.
It's the first item that came to mind when I was thinking about how to defend my colony and what I would need.
Quote from: Tie-fighter on November 09, 2013, 12:54:17 PM
* I always click on the door icon when I want to build a power conduit.
* I always look for the home zone tools under Area instead of Orders.
* I mix up Structure and Buildings.
I definitely have very similar problems. ;)
- A "n colonists drafted" message similar to "n colonists idle". I keep forgetting my colonists in drafted state after I arrested/rescued someone. I'd even give those messages a separate color (yellow?) since keeping the colonists in drafted state is actually quite dangerous. You'll only hear from them if they are already in trouble, i.e. "soldier needs rest" or even a "mental break" warning.
The mouse-over popups of those messages should stay open so it's possible to click on one of the listed names to quickly jump to that colonist. Right now clicking on the message seems to focus on one of the contained colonists.
This one is quite important and seems cheap to implement.
- Being able to switch turrets to an "also attack animals" mode. Those "psychic wave" events are really dangerous right now.
- undrafted colonists should automatically flee to the home zone if they are attacked by either animals or raiders. It's a bit unrealistic that they just keep doing their work. Not sure if this qualifies as cheap since I don't know how complex AI changes are.
- extinguishing burning colonists should automatically have a way higher priority than extinguishing buildings.
Beside that, my colonists are strangely masochistic whenever they are in idle mode. They are strolling around the map while complaining about the nasty environment at the same time - which in turn makes their loyalty drop. So to keep them happy, I need to keep them working. There should be something like a recreational area which colonists could/should visit if idling.
I'd like to second the request for enhanced screenshot.
It would be really nice if there was another screenshot function that creates an image of the whole map without any UI overlay at the most zoomed-in level. The image would be quite huge but also very nice bragging material. ;D
Chance for two raiding parties to come at once, and they fight each other as well as you.
I want a 'planning' object, which allows me to plan out walls and internal cave rooms without actually ordering people to mine or build yet. The 'planning' object would do absolutely nothing except appear visually on the map.
It'd be like the 'order colonist to mine here' system, except it does not actually order them to do anything. Copy and paste and change a color hexcode and remove a line or two of AI-orders code.
It would be cool if you could group your Colonists together to crate for example a defense force without searching the whole map to find your guys!
Also how about locking doors! For example you want that your colonists can't leave the colony, without drafting them!
Quote from: Not-A-Spy on November 10, 2013, 02:43:43 PM
I want a 'planning' object, which allows me to plan out walls and internal cave rooms without actually ordering people to mine or build yet. The 'planning' object would do absolutely nothing except appear visually on the map.
It'd be like the 'order colonist to mine here' system, except it does not actually order them to do anything. Copy and paste and change a color hexcode and remove a line or two of AI-orders code.
This would be great! you could design a sprawling complex/cave and be able to build it bit by bit, which makes the final product less thrown together. A little work around I have currently is to design my entire underground layer except the first few tiles, your workers can't start until your ready that way.
I'd like to second a "turrets shoot at animals" option, preferably with an option to choose which animals they gun down, so they're not shooting down harmless squirrels for no reason (or, knowing me, are doing exactly that,) don't gun down boomrats which will start a fire (unless the boomrats go hostile,) and don't gun down dangerous muffalo unless I feel like thinning the herd.
I'd also like to second "extinguish burning colonist" trumping everything except rescuing/arresting/capturing. And for the love of god, don't have it be someone on the far side of the map who gets the job; make everybody nearby pile onto the guy to put him out. (Raiders should have this behavior too.)
Just a few suggestions:
-cancel button (example like right click)
-natural events further apart (the game hates me)
-for the future, I would like to keep the current art styles instead of it being by professionals, perhaps it could be an option? (when art is updated)
-infinite generated levels(probably a bigger project there)
Overall, I love the game, and can't get enough of it! Please continue making this awesome game!
P.S. I am a noob to programming so each one could take weeks and I wouldn't know.
-- Manual Prioritization - Prioritize nearest task:
Currently colonists apply their own priorities to tasks even when Manual Prioritization is active. This can create difficulties in certain situations, as in the following example.
Suppose I want a colonist to deal with the nearest available cleaning or repair task.
If I assign equal priorities to the two tasks, the colonist will focus on repair even if there is cleaning to be done nearby. On the other hand, if I assign cleaning a higher priority then they will focus on cleaning even if repairs are needed nearby.
It would be nice if Manual Prioritization overrode all such considerations; i.e., if colonists selected the task with the highest selected priority, ties broken only by distance. This would give players a lot more fine control over colonist behaviour.
-- Intelligent Hauling:
When a colonist has just selected a new task which is far away and Hauling is enabled for them, they should check whether there is an object which
(a) is near to them, and
(b) has a desired destination near to the task just selected.
If these conditions are met, the colonist should forget about the task and do the hauling first.
This would greatly increase efficiency in certain situations; for example, long-distance mining colonists would pick up the metal just mined when going home.
-- Combined prioritisation and designation:
When right-clicking on a tile, show the following tasks:
- Mining Rock/Mineral even if not designated (if selected, this designates the rock/mineral to be mined and then prioritizes the task).
- Hauling even if forbidden (unforbids the object and prioritizes).
- Debris hauling even if not designated (designates for hauling and prioritizes).
- Cleaning/Fire-fighting even if outside home zone.
Currently in the case where we just want to send one colonist on a specific job, we have to designate, find the colonist again and select him and then prioritize. Also this pretty much has to be done while paused, otherwise another colonist may take the job.
Holy crap, there's a whole lot of great ideas in this thread. What usually happens in these threads is that the idiots gravitate in here and overload the place with useless, totally impossible crap. Fortunately, they're fairly few and far between, and most of these ideas are pretty awesome.
I won't try to suggest anything new, but I'll try and summarize a few that seem like really great ideas that need more attention.
Quote from: ShadowDragon8685 on November 10, 2013, 06:00:12 PM
I'd like to second a "turrets shoot at animals" option, preferably with an option to choose which animals they gun down, so they're not shooting down harmless squirrels for no reason (or, knowing me, are doing exactly that,) don't gun down boomrats which will start a fire (unless the boomrats go hostile,) and don't gun down dangerous muffalo unless I feel like thinning the herd.
I'd also like to second "extinguish burning colonist" trumping everything except rescuing/arresting/capturing. And for the love of god, don't have it be someone on the far side of the map who gets the job; make everybody nearby pile onto the guy to put him out. (Raiders should have this behavior too.)
Having multiple colonists work on the same task is pretty important. Whenever my units put out large fires, half of the fire response team ends up walking straight into the flames, and I always have trouble finding that one colonist on the other side of the map that has suddenly called dibs on punching the flamer out.
Allowing turrets to target insane/non-insane animals is also important, since having to find a particular hostile boomrat and forming a tactical boomrat defense squadron around them is always a pain.
Quote from: Not-A-Spy on November 10, 2013, 02:43:43 PM
I want a 'planning' object, which allows me to plan out walls and internal cave rooms without actually ordering people to mine or build yet. The 'planning' object would do absolutely nothing except appear visually on the map.
It'd be like the 'order colonist to mine here' system, except it does not actually order them to do anything. Copy and paste and change a color hexcode and remove a line or two of AI-orders code.
Really, the main thing that it would do would be to occupy your time while the
dwarves colonists continue to work. It would certainly help with immersion, since you'd be literally taking the role of community planner/base commander. It would be great for me, personally, but I don't know how the reception would be for most players. Then again, most players default to the most "degenerate" option, anyway, so it wouldn't quite matter for them. Ideally, it would be great to have an entire series of "planner" functions, or even colony graphs and data sheets that are based on the game's debug info. A game that mixes a Sim City feel with tile-based tactical combat is definitely one worth putting effort into, from a consumer standpoint.
Quote from: todofwar on November 10, 2013, 01:47:42 PM
Chance for two raiding parties to come at once, and they fight each other as well as you.
There needs to be more of this. I can't emphasize enough how much I want to see this happen. In the event that future raiding parties include neighboring colony forces, Galactic Federation "Rimworld Outreach" teams, or even giant dragon creatures, the idea that they'd come at the same time, fight, and let you break out the popcorn while you watch them turn one another into smoking craters is something that practically anyone would enjoy, even if it causes balancing issues when they leave most of their loot behind or decide to join forces and light your metal walls on fire.
Quote from: CubicPowers on November 10, 2013, 10:21:56 PM
Just a few suggestions:
-cancel button (example like right click)
-natural events further apart (the game hates me)
-for the future, I would like to keep the current art styles instead of it being by professionals, perhaps it could be an option? (when art is updated)
-infinite generated levels(probably a bigger project there)
Overall, I love the game, and can't get enough of it! Please continue making this awesome game!
P.S. I am a noob to programming so each one could take weeks and I wouldn't know.
The first three are pretty simple. I'd expect them to be simple, anyway. Adding a "Cancel" function to right-clicks would probably take a few hours and a good amount of copypasta so that it appears in the command list of each of the game's menus, depending on how the game is written, but I wouldn't expect it'd be too much work.
For the artwork, unless there are already professionals lined up for the job of making the game look prettier, I think that most of the effort really should be put into making more items, expanding the tech tree, and implementing an armor/equipment system. What I'd really like is a Dwarf Fortress level of equipment complexity where I could put a magical amulet or rune engraved pair of boots on a superstitious person and cause their happiness to go up significantly.
Infinitely generating levels seems like a good idea, but I think that it'd be a bit too much effort to implement, not to mention the strain on the user's computer if the coding isn't optimized properly. Dwarf Fortress, the benchmark of all of this, uses some kind of heuristic formulas to turn the generated world into a simplified series of algorithms that accurately estimate the existence of local towns, raiding parties, trading visits, and everything else that happens in Fortress Mode without having to have the entire world run simultaneously in order to keep the game running.
Quote from: Sacarathe on November 10, 2013, 05:15:38 AM
Like the home zone, for fire control, the DNL zone is for "Do not leave", if a colonist enters the DNL zone, they cannot leave unless drafted(or on fire, but not to, put out a fire.
The main advantage of this is during raids, to ensure the colony can continue to function without drafting everyone. If a fire in the home zone cannot be reached due to a lack of overlap it will be ignored, as will any other tasks given to that npc.
Perhaps NPCs may leave the DNL zone for priority 1 tasks only. After which there is no reentry obligation. You could have several layers for this, and add it to the overview and tag NPCs to their layer, for example, non violent warden cannot leave cells and* food dispenser, expert grower cannot leave base (which contains hydroponics, food dispenser home) etc.
* Link must exist.
Quote from: EtaBetaPi on November 11, 2013, 04:17:57 AM
-- Manual Prioritization - Prioritize nearest task:
...
Currently in the case where we just want to send one colonist on a specific job, we have to designate, find the colonist again and select him and then prioritize. Also this pretty much has to be done while paused, otherwise another colonist may take the job.
Zoning is pretty important, since I oftentimes find miners walking over to the other side of the map, mining a single square, then walking all the way back to sleep or eat or haul something. Having to sell off their bed so that they stay around the mining camp bed/dining area is always a pain, especially when the mining zone is depleted and they're moved back into the regular colony. Having separate fire zones, cleaning zones, or even designating certain zones to not be repaired, like peripheral giblet cage farms to demoralize raiders would definitely help to move colonists around to where they need to be without having to resort to second-by-second micromanagement.
Alot of these ideas seem fairly cheap to implement, but I'm not sure if many of them can be implemented in the course of a few hours, much less an hour. We really need someone to come in here every now and then to summarize the pages so that the devteam can sift through the suggestions more easily.
I would like to suggest a startup.txt file or (more user-friendly) an in-game menu under options that lets you control several basic but important options:
Invasions: Yes / No (Decides whether raids happen or not)
Visitors: Yes / No (Decides whether you get new drifters, etc)
Ship Drops: Yes / No (Decides whether you get ship drops)
Mental Breaks: Yes / No
Hunger: Yes / No
Most of these will NOT be used apart from by new players. But it helps new players to get into the groove by providing them a way to learn.
Just as an example, I set up my second colony and assumed that food would be easy to get (my 1st one got a lot of ship drops).
That was not the case.
I would like the ability to chose who's sleeps in which bed. Mainly because, in my head, I have a hierarchy amongst the settlers. Those at the top have bigger bedrooms than the others. I also think there should be a double bed and over time a couple might get together and have a baby!?
A few days ago the grave of one of my dead colonists was hit by a lightning bolt and he burned away entirely. This is actually still bugging me.
Therefore I'd like to suggest another grave option. Something along the lines of a sarcophagus that can be built indoors which defaults to only be used for colonists. Other colonists shouldn't be able to walk over it, i.e. it should work like a table and not like a lamp or a grave.
So this is the cheap idea.
A more complex one involves the following:
I'd like to be able to build a nice mausoleum for my dead colonists, with flowers and all that. Death of a colonist should produce a negative grief/mourn effect on colonists (beside the usual effect of seeing a dead body) that had social interactions with the dead person and putting them into a sarcophagus/mausoleum should reduce (or in the long run, remove) that negative effect.
This would also mean that the death of a colonist with high Social skill would likely have a higher impact on the other colonists than one with a low.
There's already a pretty hefty "Colonist unburied" penalty, so you want to get dead colonists in the ground/burnt away/explodinated into tiny bone chips as soon as you possibly can.
I'd like to second the call for sarcophagi. Graves in the dirt are for raiders, but my people deserve to be memorialized.
A mass grave option would be nice something that you could fit maybe ten bodies into or so because these singular graves take up quite a bit of space.
Quote from: ShadowDragon8685 on November 11, 2013, 06:05:53 PM
I'd like to second the call for sarcophagi. Graves in the dirt are for raiders, but my people deserve to be memorialized.
That's the point. It bugs me that I can't even remember his name. He died pretty early and was one of the "original three"...
Quote from: Matty on October 27, 2013, 12:28:16 AM
Not sure on the coding capabilities (or if it's been said)
-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.
I had this same idea earlier today because fires in RimWorld are the bane of my existence.
Sprinkler system would be a 1x1 placeable structure; it has an area of effect, like sun lamps, and requires power, but only 100 W. Actively drains fires, but a new fire could start (boomrat, molotov cocktail) and they make firefighting 2x more effective.
OR
Sprinklers as a research item / base upgrade. Makes firefighting 250% more effective in covered rooms (no placeable, just an upgrade.)
Not sure on the coding cost of this but ....
Could the raiders just raid instead of trying to exterminate the entire colony.
I suggest a different strategy for raiders. Maybe they just attack out lying equipment and once destroyed they grab the scrap and run. This will force different defense stratagems and the consideration of risk of deployment of assets.
You could always create marauders who could be the cold blooded killers.
Quote from: Seppukun on November 11, 2013, 07:59:44 PM
Quote from: Matty on October 27, 2013, 12:28:16 AM
Not sure on the coding capabilities (or if it's been said)
-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.
I had this same idea earlier today because fires in RimWorld are the bane of my existence.
Ditto, A fire suppression system is almost a MUST for this game. I built a mountain stronghold and lost half of it because a stupid boomrat decided to go off. There are situations where Fire is even more dangerous then the raiders.
How about a toggle switch for wire tiles? That way players can fill a stack of batteries with energy and then severe their connection to the network without having to sell the wire, and then rebuild it when the reserves are needed.
Research Ideas:
Load-Distributing Backpacks - +50% Carry Total (so you can haul more things from wrecks on the other side of the map)
Flame Retardant construction - Walls and sandbags have a 20% chance to snuff a fire automatically
--------
Just some thoughts, if people have already mentioned stuff like this, ignore it. I haven't read through the whole thread yet :)
Tynan, keep up the great work. I saw a video about this game and it only took me about an hour to realize I had to support your efforts!
Solar panels should have to be cleaned or it loses effectiveness over time.
Concussion Grenades. Like Frag grenades, but instead of dealing damage they have a very high Chance to stun an enemy for a slightly extended period, and a low chance to incapacitate. Deal very little damage.
Quote from: Workload on November 12, 2013, 06:41:57 PM
Solar panels should have to be cleaned or it loses effectiveness over time.
I like it, but wouldn't this essentially be covered with the everyday wear and tear?
Badass Robot Man.
He comes for your doods. Gals too.
He won't go away.
In terms of warfare. I think you should have the type of technology used in WW1... aka...
1. Trenches
2. Maned turrets (instead of automatic ones, seems a bit more realistic.)
3. A limit on bullets (bullets could be made by a colonist using metal)
Its very long thread, so have patience if it has come up already.
- I second the powerless walls, since the game AI tries to hook stuff up on unpowered pillars.
- I second fences / fence gates, since I run in the trouble not to want to have a roof.
- I also second windows. Windows are unpassable like walls and supports roofs like walls but let the light in. Maybe weeker I mean less HP. I have glass walls in mind.
- I also like and second stronger walls. may support bigger roofs. (less supports needed)
My own ideas are not that cheap, though.
- Unbuild structures, instead of just selling walls and having collapsing the roof. Mark them to unbuild them. It would be just the reverse of building it. Means the workers would remove the roof first.
Well, I think structures shouldn't go "poof" anyway. (but it could tip off balancing).
- A food storage shelf. Which should be preferred. I hate how my colonists are complaining that they have to eat dispenser paste, but instantaneous turn all harvest into it. And I hate also that my colonist are starving while solar flares cause that's exactly the time no other food is available. (beside I had a bug where the flare didn't end ... almost all colonist have starved and then I loaded a save and it was gone instantly)
So my idea when they food they sore it first in the shelf and if its full then they put it into the storage area. And if they are Hungry they take it out of the shelf first.
Since food isn't decaying yet I thought things like a fridge are a bit overboard.
- I have a little trouble to find the ones who are better at weapon using (from my allrounder). So a overview page which also shows the stats of the chars would be nice. Preferably somehow mixed onto the task page
- Little improvement: When selecting a character from the overview then not just jump to it select it. It is highly likely that you want to do something with it. I suggest a right click only selects the character without going there.
- Another little improvement: The option to keep messages.
- Another message idea: Keep the message tracking the event. So if a wanderer / raiders / whatever appears go to where they are right now, not where they where.
- last message idea: (related to the one above) if they have left / the attack is over / ship has left com range / whatsoever is over then delete the message automatically
- Last idea: give the AI storry teller faces ... or at least colors ... they are kinda hard to tell apart.
more (suggestions) to come, I think.
1# My Cheapest Request is the ability to prioritize repairs on targeted equipment. As is you have to dismiss your soldiers and hope they choose to repair the turret that is saving their lives. Who decides to go take a nap or grab a meal in the middle of combat?
This could easily be implemented using the code for prioritizing cleaning up rubble, but that still requires you to dismiss your solder and hope that they don't wander off for a snack and a nap. A better long run solution would be allowing drafted colonists to directly repair objects while drafting. But that's going to be more time consuming to implement.
#2 Really Cheap option. Have a window pop up the first time you attempt to contact a near by ship that says some thing along the lines of
"The distance traveled by interstellar ships is immense, and requires cold-sleep equipment for each crew member. Most ships travel with a crew equal to their facilities and are rarely willing to transport stranger. Plus each traveler consumes a portion of the ships reserves and the cost to hitch a ride would be very high if it was even possible to do so.. (25,000 per person) There is one type of ships that would be happy to give you a ride. i.e. Slave Traders. Few of your colony mates would be willing to give up the freedom that comes from living in a community that allows them control of their own lives. In exchange for slavery, or ending up as a serf or mineral on some populated world on which they have little money or influence"
3# This is more a criticism of the game than a feature request. This game has been heavily promoted for its interactive AI storytellers. Yet all I see in my play through's is a desire to wipe out the colony with wave after wave of skilled and well armed raiders.
Quote from: zylosan on November 13, 2013, 10:17:50 AM
1# My Cheapest Request is the ability to prioritize repairs on targeted equipment. As is you have to dismiss your soldiers and hope they choose to repair the turret that is saving their lives. Who decides to go take a nap or grab a meal in the middle of combat?
This is already in the game, isn't it? Select your colonist, right-click the turret and select "Prioritize repairing Turret". I'm sure I did this just the other day.
Want to add in a vote for windows, have your colonists able to shoot through them but grenades can pass through too.
Quote from: zylosan on November 13, 2013, 10:17:50 AM
3# This is more a criticism of the game than a feature request. This game has been heavily promoted for its interactive AI storytellers. Yet all I see in my play through's is a desire to wipe out the colony with wave after wave of skilled and well armed raiders.
pre-alpha...
So currently you can manually prioritize citizens which is nice, but I think a general "jobs" system that auto assigns tasks could help. For example, "Farmer" would assign priority 1 to growing, 2 to cutting, 3 to hauling. "Miner" would assign priority 1 to mining 2 to hauling, etc. Should be pretty quick to implement and would cut down on micro management time. Obviously being able to manually adjust priorities should be left in place, and any priorities not affected by the job assignment could be left at whatever the player assigned.
Quote from: tageborg on November 13, 2013, 10:27:15 AM
Quote from: zylosan on November 13, 2013, 10:17:50 AM
1# My Cheapest Request is the ability to prioritize repairs on targeted equipment. As is you have to dismiss your soldiers and hope they choose to repair the turret that is saving their lives. Who decides to go take a nap or grab a meal in the middle of combat?
This is already in the game, isn't it? Select your colonist, right-click the turret and select "Prioritize repairing Turret". I'm sure I did this just the other day.
no they are not
they repair a little and run off to eat, sleep or do other things.
and for my cheap suggestion: to make energy show:
current usage/maximum usage
current production/maximum production
it would help planing energy upgrade and is in about 5 min to make.
1. Allow food to be taken back from storage area. It a bit silly when people starve because of lack of electricity.
Or add a dumpzone variant that accepts food.
2. Ability to disallow debris from dumpzones. Some of them are meant for corpses only.
3. Color names of drafted people in the overview screen.
4. Notification about fighting\hurt people.
5. Ability to change to which conduit lamps, turrets and dispenser are connected.
6. Have idlers wander around home zones instead of any construction on the map.
Quote from: Adil on November 13, 2013, 03:17:53 PM
2. Ability to disallow debris from dumpzones. Some of them are meant for corpses only.
You can already do this. When you have one or more dump areas selected, click on the orange "Storage" tab and it will show options for debris and meal dumping.
On this note, I have found that when I incinerate corpses in a dumping area, the options will revert and allow debris to be dumped there. I have no idea why, but I would hope this kind of thing can be changed.
Is it possible to make a "cleaning zone" that's independent of the "home zone" so I can make my settlers only clean inside?
Quote from: Runalotski on November 13, 2013, 10:45:33 PM
Is it possible to make a "cleaning zone" that's independent of the "home zone" so I can make my settlers only clean inside?
This is an awsome idea.
I always hated my outside world to be cleaner than my cave d-; Somehow the stupid goons always want to clean outside.
Maybe i should execute one to set an example
When mining have a warning or show on the map with a red zone which will collapse if not reinforced before mining completes.
Some more weapons ideas for the cheapest threads.
Taser
Damage: 10 (Highpowered shocks)
Range: Shorter than a pistol
Will stun an enemy for a 70% chance and incapacitate (capture incapacitated) for a 55% chance
And for a melee weapon version a stun baton that's weaker and has larger chances to stun.
A really cheap idea: Allowing to move debris every where. You can give the stuff actually a sense.
Like: A cheap replacement for sandbags. Ugly but doing basically the same. It can also slow down mad pest and raiders.*
I'd like to see where are my solders are going and that means not only the one I have currently selected. Like a little colored dot. It would be improving dispatching forces.
Different zones? see: http://ludeon.com/forums/index.php?topic=58.msg10840#msg10840 section: 3.c
*I read something that made it look like that's possible already, however I couldn't figure out how.
Another cheap idea: The range of lamps before placing and when selecting them ... no more dark or too bright areas!
I'd like to see a change to the existing wildlife, here are my thoughts:
1. Remove Muffalo from the map and instead have events where they migrate across the map (Like herds of cattle from our planet).
2. Make Muffalo destructive to the environment (trampling vegetation and smaller critters and eating plants).
3. When a Muffalo goes mad have them beeline to crops (including hydroponics), battering through doors and when they get there consume everything they can. They could even cause damage to Hydroponics tables whilst eating (Ever hear of a Muffalo in a china shop?).
4. Boomrat, when it goes mad have it chew on cables, once it chews through have the boomrat explode.
How about something as simple as a "Stun Turret", all it would require is more power etc. It would work the same way as a standard turret however it would fire bursts of electrical current to stun maybe one target for a certain amount of time. It would be cheaper to build, and would have a chance to incapacitate a target, allowing people to take them prisoner etc. The chance for the incapacitation should probably be very low otherwise people might abuse this feature way too much (Then it already would). Later on you should be able to research ways of making the turrets cooldown shorter or even a more powerful pulse to shock targets for longer times (Not necessary just a thought).
One more of my ideas is maybe a scientific spaceship, that could share with you information or even some research points to finish said research.
Howdy! *great* game. I'm so glad I paid the difference to get the Influencer tier so that I could play now. Here are a few cheap-ish things (except for maybe the last one).
1) range indicators for lights at build-time, ala turrets (more important for sun lamps.. want to know how far I can effectively space them out.. they use a ton of electricity)
2) fire suppression equippable item (like a gun, makes putting out fires go much faster) .. or maybe they're buildings.. like rapid-deployable fire extinguisher turrets that you set up and tear down as-needed?
3) would be great if something could be done about poor prioritization during low-food situations. having the colonists cross the map to the site of a wreckage where there're 300 units of food, just to have them take the food, eat it, then have a mental break because eating raw food put them over the edge is heartbreaking. I could further in-depth about this, but venturing outside of this corner-case would probably make it non-cheap, heh.
Double Doors: when two doors are placed next to each other, they become one double door (functionally the same as two doors but with a bigger tile and animation).
On/off toggle for lamps so we can save power in areas of our colony that are not in direct use.
Quote from: Clint on November 15, 2013, 08:20:16 PM
On/off toggle for lamps so we can save power in areas of our colony that are not in direct use.
That exists, actually for all electrical appliances aside from batteries, conduits, and generators. If you click on the item in question the option to turn the object on/off is presented in the bottom left menu.
I am currently playing with an older version of the game, I did not bother to DL the new one yet, I fear the loss of my saved games (for I have yet to find the place the save files are).
So here are my ideas:
-More happiness stuff (Tv, Mood lamp or anything, sorry my imagination here is poor)
-An option to make your colonits "have some fun" for a while, sending them to a previously selected place for them only to sit and chat? +happiness)
(Edit: -Another kind of "work" tab, with priority to have fun? if all the work is done,
to have them go to that previously selected area and play cards or something?
would be good in my opinion.)
-New food making stuff (they don't like nutrient paste)
-Maybe some new turrets (double LMG, "sniper",
maybe even a short-ranged flamethrower)
-An option for walls/conduits to toggle on/off power transfer (if one were to build batteries for emergencies and would like to keep them at 100%)
-Anti-fire equipment for putting out fires (burning people included)
-A "lightning catcher" or what it is called, with a transformer, to have some more electricity on stormy days and/OR to keep lightning away from your base AND colonists.
they are very flammable, the colonists.
-(now I do not know how simple or complex this is but)
I have a hard time recruiting anybody now because every attacker dies
or flees (mid-late game), so some more guys "passing by" would be great,
or if the chance of attackers getting knocked out would be higher, it'd be great as well.
-A "stungun" or turret would be also useful (for purposes mentioned above)
-An option to literally "burn" corpses where they are instead of having someone
carry around all the corpses making him/her really unhappy (with the lack of happiness options it's really a pain in the arse)
-A food "dispensor" that requires no electricity, or just an option to extract raw food from the paste dispensor in case of no power/solar flare (I lost a game because my folks starved to death...
-Having an option to select the area(s) people can/can not work on,
for example if one were to have 2 growing areas or anything one could assign a grower to each)
-Priority option (to set up priorities yourself)
-A device or something to protect your electrical devices during Solar Flares
(it's really hard to protect your colony of 7 without turrets, with 30-40 bandits attacking).
and...yeah, that's it for now.
Probably you are working on some of them already, one can never know. :)
Anyway, it's a great game, sometimes annoying but really awesome.
You have my thanks!
Edit:
Yes, I should have read the other ideas... If I were to "stole" anything, I aplogize.
And I promise I'll read next time before posting anything. :)
I've been going through the ideas to know what not-to suggest (again) and I've run into AwMeGawd's idea which is pretty damn good, Kudos to him(/her), I fully support this idea and suggest you to make something like it!
I am running out of metal, plus because of the size of the colony, it eats up a lot of power,
so a mining building (like low, slow but constant metal output), a power hungry machine that could even generate dirt/gravel/stones/whatever around it or in a specified area)
and a steam powered generator (eating up crops to generate some electricity, fed by people)
would help people out "late-game", like me, because if I don't run into a ship selling a ton of metal soon, I won't be able to replace the destroyed turrets and I'll get smashed by those pirate...assassin...raiders.
I have mined out every single ounce of metal on the map and fear the worst...
Edit: Also, I need moar colonists.
Breeding. Think about it. I know it might not be a "cheap idea" and even though it's not "The Sims", I think it'd be fun. One of my colonists is "pregnant" (and even though it's a guy...?) it's been a long time and I want that new colonist!
I don't know, a cage or a growing pod to put the little fellow in, feed it once in a while, then after X cycles it becomes a 15 years old guy/girl (the youngest colonist I've seen so far).
Also, aging might be a good idea too. Doesn't have to have effect on the game.
Or maybe they could die when they reach 100 or something,
it would make people rethink capturing someone old.
Quote from: Cyst on November 16, 2013, 06:17:38 AM
-An option to make your colonits "have some fun" for a while, sending them to a previously selected place for them only to sit and chat? +happiness)
(Edit: -Another kind of "work" tab, with priority to have fun? if all the work is done,
to have them go to that previously selected area and play cards or something?
would be good in my opinion.)
I can see my nobble landlord having fun at library while smoking a pipe or cigar and driking a cognac or whiskey.
some quick ideas:
-coffee maker (makes ppl work harder and longer but might cause problems)
-library + books (gives happiness but takes time from working might also improve some abilities like research, medicine)
-music/player: happiness + might improve working rate near music source
Idle colonists should only walk around inside of home zones.
Animals such as squirrels and boomrats should eat and demolish crops
Quote from: maxthebeast11 on November 17, 2013, 04:27:16 PM
Animals such as squirrels and boomrats should eat and demolish crops
They do :P
Cooking: Food Rations maybe if your units are able to carry items. They would give 40% food need taste bad though. Plus will only use if far away from other foods or if there really low food.
I know this keeps popping up but Jail Doors/Looked Doors That only open for your people And same HP as reg door but the reg door should let prisoners pass them. So you can have them in there own cells but be able to have a food dispenser in the different room and have them feed them selves.
When it's raining water could be a Carried Filth and leaves a puddle but goes away after some time. More work but if on carpets they would make mold if not cleaned.
New plant: Vine Spores A event that saids something like " Heavy winds from the west carried some weird looking plant spores "
What they do is slowly tear apart anything made of metal but they don't hurt living things. Concrete/metal floors/stone etc slow it down.
A few spores will land and start spreading. Can take it out with fire/cut plants. Keep in mind it's just a plant it has no mind just grows. This last one is not too cheap but it could be neat. Also would this fit into rimworld or is it to weird.
Mass Graves:
Something like a 2 x 8 trench that holds large numbers of bodies, say double what the normal tile capacity would be, (or more actually since it strangely takes 2 tiles to bury a one tile person) so a 2 x 8 would hold 32, 2 bodies per tile, and cover over automatically when full.
Building dozens and dozens of graves for nameless droves of unfortunate raiders is a bit tedious, and poor use of space. Also, should have toggles for friend and foe, if you don't want your friends tossed in with the riff raff.
There is the cheap idea, and for the future, when all cheap ideas have been used up, it could cause very strong disgust and fear for colonists near it. Also, if wind ever exists in the game (rapidly spreading fires? wind turbine output? Walking speeds by direction?) the smell of an open death pit could dishearten anyone downwind.
Intro modification:
In addition to the blurb about about waking from cryo and such, a second screen shows a display from your escape pod computer that you could scroll through. It gives you a few details about the moon you're on, nothing game changing for now, to keep it cheap, just a fun little thing to make the story feel deeper, and you could include some funny, random, or unexpected details/easter eggs in your lists of potential facts. Could include things like:
Name of gas giant (i.e. Omichron Persei, Hoben, Bat'leth)
Name of moon (Omichron Persei 8, Wash, Kapla)
Standard year for the planet (random number of days)
Distance from Star (giant random number of miles)
Class M (or you'd be dead)
First human visit X number of years ago
Terraformed X number of years ago
Nearest inhabitable planet (another name from a list of planets) and it's orbital distance.
Native flora and fauna (always dandelions, squirrels, and boomerats for now)
A little story about something in the planets history, such as:
The first settlers attempted to raise kangaroos for meat and fur but all of the females died in cryosleep. Settlers went mad and ate each other.
Or, Planet was originally terraformed to be the site of a SuperMax Prison for pirates and raiders, but was deemed too depressing. Or they all escaped due to a fire cause by boomerat mating season.
Or, Muffalo were originally introduced from Rigelius 9 in order to get rid of the Boomerat infestation on the planet. They then realized that all Muffalos do is eat poverty grass and go mad.
Nothing game changing, just something for the story.
Somethings that i would think make the game more fun, and would be kinda simple to add:
Things that make money worth haveing:
A rare chance that weapon trading ships selling super-weapons realy expensive. (like 20k+ cash/each )
Ideas for these: Bazooka, Granate launcher, rail-gun, Flamethrower, minigun etc.
Weapons that's kinda unbalanced but very rare.
Technology selling vessels. (very expensive 30k+)
Building architect vessels that sells blueprint for good buildning objekts:
Etc: Bunker (a place where stationed soldiers take 25% less damage).
Guard tower (A good place for a sniper that makes it possible to shoot over walls. But enemy can target you)
Sprinkler (extinguish fires in area)
Repair droid (A npc that repair damaged things) Max cap: 1. Expensive as shit.
Etc.
The storage cite should be limited and need to be upgraded for more capacity.
The research table should also need stuff to be upgraded for advanced research.
A trash burner that burns corps and stuff. (advanced research)
Last and last: Researching should cost items/cash... not just time thats op.
I hope you like some of the ideas =)
Love the game and the work your doing.
Krockobil
While I think a mass grave option wouldn't be a bad idea same with the incinerator there is a makeshift way to do this already. Setup a dump site in a grassy area surrounded by 2 wide set of concrete or metal tiles and then toss grenades or Molotov's at it. Good system for now although those ideas would be great for later. Also I do believe the bodies in gibbet cages and such should influence raiders a little more. I once had a set of about 10-15 on one of the major ways to get to my settlement and they just walked through them like nothing I know that if I saw dead bodies near an obvious settlement I wouldn't just attack them, I'd be more likely to run or try to talk to the people that owned it (which is most likely a later feature).
Melee weapons would be fun. Drop your gun and bust out the brass scrap knuckles/cheap spear/power sword and work over your enemies. Could be useful inside your base or suicide charging a sniper's cover, but would probably end poorly if used on a mass of raiders with M16s.
What about some piping for this game? Like water supply and sanitary system?
Idea is simple:
Colonists need water for cooking/sanitary. So there also need to dump out the used water. Design the underground piping (just like the conduit) and dump outside somewhere.
It will clogged some times so repair is required.
Some researches might need water (Lab) and it will create pollution. Maybe implemented a waste water treatment plant later? Keep it simple for now...:)
Birthday!
With a cakes distributor.
Melee weapons sounds nice. Would give a real use to the pit brawler profession. Maybe a progression like this:
• Baseball bat
• Brass knuckles
• Metal pipe
• Energy Sword
Maybe the smaller ones, i.e. brass knuckles, could be equipped along with a gun.
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.
An item called binoculars used in the weapons slot that lets you see what weapons incoming raiders have once they land. I know that you can see it currently without sending a colonist out with binoculars, but I think this would make it more interesting and more surprising. Also, it would add a strategic element when deciding who to send out with the binoculars.
A colonist should still be able to prioritize something if someone else already is going to do it; it would just cause the person already on their way to do something else. This would solve problems with things like putting out fires on colonists being impossible because Bob from the other side of the map is going to do it already.
Lighting rod
Minecart
Backpack for hauling more resources
Electric Fence
Lockdown System (All Colonists will stay in bedrooms except soldiers.)
Tesla Coil
And that's all ;D
Now, some of these may have already been proposed, I don't really have the will to read 29 pages. Sorry if some of these are repeating.
MG bunker.
Sort of like a turret, more HP, doesn't explode, has to be manned by a person (maybe like a research table?).
Mine
Works like a blasting charge, but explodes automatically. Expensive, target recognition works like a turret (if something walks in the "range" circle - mine blows up. No friendly recognition, so your own people may blow up too). Less damage than the blast charge, high chance of incapacitation.
Grenade launcher.
Works like the incendiary launcher, but doesn't start a fire, instead the projectile should essentialy be a frag grenade.
Gear
E.g: A mining pick. Picked up like a weapon, gives +1 to mining. A mining drill - +3 to mining. A hoe - +1 to growing. And so on.
Apologies if already suggested. 29 page of ideas...
How about every/most injuries causing a change to total hit points?
Eg being hurt might make you stronger. Starving may make you weaker. Could have a bias to the negative which means the more fighting, the more likely to be less capable in fighting.
Medicines may be used to restore lost total HP.
I don't have enough programming nous to know how cheap this is, but I think it might be a good ratio of effort to interest:
Happiness modifier for a pawn engaged in work they're very skilled at, or unhappiness if they're trying to do something they're clueless at.
This would be a reward for getting a good priority schedule set up, with the miner always mining and the oaf always farming.
A problem I can see with it is that early in the game, you need everyone doing whatever is most urgent. That could be fixed if the modifier was based less on the current task and more on whether they'd want to swap with another pawn. Then again, that starts getting a lot more work to program.
Some genuine cheap ideas:
More plants: Walnut tree, figs- slower growing cycle but gives more food per drop.
Beehive: Can be harvested for honey (gives food, inflicts random small hit-point loss).
Quote from: Slev on November 23, 2013, 10:52:09 AM
Happiness modifier for a pawn engaged in work they're very skilled at, or unhappiness if they're trying to do something they're clueless at.
That's a really cool idea.
Modify 'parts of your ship have fallen' events to drop a small handful of 'rubble pods' (basically some new rubble graphic that is spaceship debris instead of rock). Don't mark what is inside of them until you send a colonist to check them out. Once a colonist explores, randomly assign or pre-assign them to be resources, tech, or recoverable furniture/buildings.. also, a small amount of metal is always there, since it's spaceship rubble. It adds more realism to a resource making it back from your wreck, and forces you to prioritize for the risk of random drops instead of knowing what's been just scattered across the map.
For example, 'Upon scouring the wreckage, your colonists find a source of food/missiles/etc has survived re-entry! They extract it from the tangled wreckage..' At which point the debris converts into whatever resource you've found and a small amount of metal.
Also, 'Upon scouring the wreckage, your colonists find that portions of the ship's communications array/galley/weapons system have survived re-entry! They disassemble it to move it home..' At which point the debris converts into a small amount of metal, and either the tech necessary to build something new (common), a pre-fab marker for something (average, carry to stockroom then free and instant build of whatever object), or a pre-fab marker for a souped-up version of something with alternative graphics (rare, carry to stockroom then free and instant build of 'salvaged from a spaceship' upgraded object)
It'd be pretty cool to see a rocket launcher in the game. Similar to how an incendiary launcher works but instead of fire, it just explodes, and has a larger blast radius.
Why do your colonists get the "mental break" so fast? i dont get it
uhm maybe add a soft chair where colonists can relax xD
environment:
Quicksand
Trees?
Mobs:
bats
water? doesnt your survivors need water? to drink? jees
Quote from: Thracian on November 24, 2013, 03:35:26 PM
water (http://ludeon.com/forums/index.php?topic=144.msg11170#msg11170)? doesnt your survivors need water? to drink? jees
Nice topic about it already
Mine is the chepest guys !
Colonial Age Muskets !
Trap: Captures pests (Boomrats, squirrels) that walk on top of it. One-time use. Animal is added as a resource or something similar (Cages?)
Animal Mine: Costs 50 metal and one of either animal. When activated, a psychotic version springs out and attacks the nearest pawn. Maybe a variant with boomrats that kills them instantly when activated, causing a fire.
little catarpillers who makes silk for carpets and clothes and shit xD
More carpet colors would be nice.
I'd also like the ability to lay down sand and dirt.
For that matter, it'd be really nice if it were possible to lay down some kind of artificial flooring with utterly atrocious footing.
I haven't seen anything for this yet, but I'd like it if the ship you escaped from had a name, maybe from a list of names seperate from the trading ships that appear.
This isn't anything of the utmost importance, I just think it'd add to the immersion of the game.
i am still hoping a button on the main menu that will take me right into a new game... giving me a random storyteller and random colonists (and random whatever other options are made available in the future).... i dont even want to see the options that get picked for me
I think something to do with your "killing machines" that can't do anything else but kill, and eat food, and wander off into places that aren't convenient. so,you know recreation facilities (one that has been said before).
While I don't know the ease of it, a method of checking travel time against nearby jobs.
It's silly to see someone walk halfway or more across the map to build one power conduit of many and go all the way back to do some other random job.
For your people to get a "Had a argument" buff that makes them get -happiness its like chatting just rarer.
more work but maybe colonist should have a relationship tracker. So some people will get into fights with others.
Dead bodies slowly lose hp acting as the bodies rotting away
So, big idea, We need to have a way to train people in shooting and melee, perferbly shooting at least, i don't really know how long this takes but it don't sound to hard to make, i know you can like use sand bags and also rock as targets, but i would like something that kinda sound like it would fit.
Lol the topic is still smallest ideas! I dident read all 30 pages so i just post some very small thigs coming to my mind.
No exploding turrets. Breaking and burn a bit is ok to me.
No Burning metal walls. a littel bit dmg is ok but no burning.
More Hp for the walls i dont think you can shoot a metal wall into shreds with guns. (Maybe more expanisve alternativ wall with no roofig and power (same texture) but atleast more protektion)
Hidden door, enemys cant see the door aslong nobody use it. (Maybe to op)
The option to forbidding your people to use previously selected doors.
I also read diffrent carpet colors rlly good idea.
A sniper tower. Increased height allows for greater range of guns.
Quote from: king komodo on November 20, 2013, 11:00:05 PM
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.
Yes that makes sense, i say all for that one
An extra equipment slot, line of sight, melee weapons that increase melee damage/defence and non weapon equipment (science scanner, motion detector, mineral scanner). With line of sight and limited visual range (like in Eclipse Colony), could have cctv as a researchable and eventually get full map view with comms. console and a view screen or something, but needs to be manned. Water could just be a darker square for damp, light blue for shallow and dark blue for deep. A flamethrower! Wood and wooden torches, Low tech versions of everything that can be low tech. Locked/unlocked open/closed state for doors that are connected to power.
Quote from: jjgoldman on November 28, 2013, 11:37:17 AM
Maybe Tynan can change the colour of the food dispenser when it is "prison" accessible or not?
Let R4 Charged Rifles have a chance of causing fires/fire damage begin energy based weapons :D?
Quote from: TinnedEpic on November 29, 2013, 01:01:26 AM
Let R4 Charged Rifles have a chance of causing fires/fire damage begin energy based weapons :D?
genius! i always figured that was how it always was, but after looking into it, it isn't so ya! and thats gotta be fairly easy to do.
Quote from: king komodo on November 20, 2013, 11:00:05 PM
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.
I have to agree with this, 110%. Assassins should
not be unwilling to do ManualDumb tasks, only ManualSkilled. They may have utterly no experience or interest in doing things like construction or farming, but an assassin's job definitely involves cleaning up after themselves and hauling the bodies.
So I see nothing wrong with handing them a broom and telling them to sweep - and they could help pitch the bodies into the graves after the orgy of violence they inevitably assist in perpetrating.
It really annoys me that raiders can kill my turrets with grenades. So, perhaps some blast-resistant walls that turrets can shoot over, but grenades cannot pass through
I doubt concrete walls could be severely impacted by molotov cocktails
Blowtorch - Highly damaging to structures, potentially lights fires
Fire Extinguisher - Allows an area (3x3 maybe) to be stifled at once. Only useable after firefighting level 5.
Windows (with and without bars) - light can pass through, can shoot through, but pawns cannot go through
Some kind of double door
Overhead lamps - don't show up after installed unless zoomed in on
Fences - Like walls, but won't automatically create a roof when a closed space is made with them
The ability to remove roofs
How about a lightning rod - protects a large-ish area from lightning strikes by attracting bolts that would otherwise hit within that zone to itself.
This way, you don't have to worry so much about your outdoor agave and raspberry farms being burnt down by dry lightning storms.
Blast walls, definitely. Some kind of reinforced outer wall that I can use for more effective defenses.
Other idea: shooting target, and new task: training. Colonists can have practice firing be a new thing on the priority list. Would give all those nobles and assasins something to do.
Oh oh! circuit breakers!
Could be useful to separate batteries from the main power grid so they don't dump all their power when a faulty conductor explodes.
You want an idea? Here's an idea.
During a solar flare, or otherwise at times when the colony has no functioning paste dispenser, disable all food hauling jobs.
It does me no good to have an epic stockpile of raw food if it's in the replicator pattern buffer, dwarven quantum stockpile, or magical extradimensional space, and I can't it out because the paste dispenser is depowered.
Alternatively, allow colonists to procure raw food from the stockpile, if there's no paste dispenser.
Quote from: TinnedEpic on November 29, 2013, 11:29:50 PM
Oh oh! circuit breakers!
Could be useful to separate batteries from the main power grid so they don't dump all their power when a faulty conductor explodes.
good idea
Quote from: ShadowDragon8685 on November 29, 2013, 11:00:10 PM
How about a lightning rod - protects a large-ish area from lightning strikes by attracting bolts that would otherwise hit within that zone to itself.
This way, you don't have to worry so much about your outdoor agave and raspberry farms being burnt down by dry lightning storms.
Good idea
Quote from: TheDirtyMailman on November 29, 2013, 10:31:54 PM
It really annoys me that raiders can kill my turrets with grenades. So, perhaps some blast-resistant walls that turrets can shoot over, but grenades cannot pass through
I doubt concrete walls could be severely impacted by molotov cocktails
Blowtorch - Highly damaging to structures, potentially lights fires
Fire Extinguisher - Allows an area (3x3 maybe) to be stifled at once. Only useable after firefighting level 5.
Windows (with and without bars) - light can pass through, can shoot through, but pawns cannot go through
Some kind of double door
Overhead lamps - don't show up after installed unless zoomed in on
Fences - Like walls, but won't automatically create a roof when a closed space is made with them
The ability to remove roofs
And mostly good ideas IMO only 2 I'm iffy on (but would not shoot down or mind having in the game) are the fence and the overhead lamp just not sure about them is all but would be nice to have at some point although sooner rather than later.
Fire extinguishers. Dear god, we need fire extinguishers, even if it's a research item. Let it be like, a 1x1 equipment rack that you build and it comes with a fire extinguisher when constructed. They can only hold extinguishers, and the normal weapon-hauling behaviors can be subverted to allow colonists to haul fire extinguishers which have fallen to the ground back to the holders. (Make them unsellable when selling weapons, of course.)
Have it extinguish a 3x3 area when used manually. They shouldn't be TOO useful as a weapon, but not completely useless (using a fire extinguisher to stun and disorient an opponent is a time-honored technique of improvised fighting in an urban area.) something like small damage and a very high chance to stun. Ideally, they should extinguish a cone or something, but for simplicity's sake in these early rounds, you could call them "foam grenades" and have them thrown like a grenade.
Quote from: todofwar on November 29, 2013, 11:03:07 PM
Blast walls, definitely. Some kind of reinforced outer wall that I can use for more effective defenses.
Other idea: shooting target, and new task: training. Colonists can have practice firing be a new thing on the priority list. Would give all those nobles and assasins something to do.
Yeah! They could even not conduct power.
Also. we really need some way to use the debris. Maybe like a debris processor of some kind that expels metal and uses power. Because I seriouslt don't know what to do with all of this slag debris.
I'd love to see the an option to cause raider corpses and dropped weapons to be allowed for hauling from the moment they spawn, like a toggle. It gets annoying when I kill a pack of bandits with a blasting charge and I have to hunt for the dropped weapons, especially when there's several of them already in my equipment racks.
Part of my wants to see a manned turret, though I doubt that'd be cheap, since a colonist would have to jump onto it.
Another odd thought was a human-powered generator, like a stationary bike generator or something similar. Could be set for use by colonists or prisoners, so I can get something out of them for eating up my nutrient paste. >:(
On that line, exercise equipment, like a gym. Set it around the cleaning or researching priority level, so colonists don't go working out instead of growing potatoes and such. The cardio equipment could generate power, the weight equipment could put points towards their ManualDumb skills, and it could all generate happiness from giving the colonists a productive output for their frustrations. ( +5 happiness "Got to vent on the punching bag today" ).
How about planetary traits asigned to the world when it gets created, say you have a planet with longer days so on the plus side solar panels get more energy but colonist get unhappy. or a planet rich in gas, so it spawns with more gas outputs or each gas output gets more energy but it harms colonists when outside (obiously little life).
Then maybe a raider how can break out of arrest.
we could have weapons drop along side debris and food/metal when ship crash.
the game talks about " no staying forever in the planet" how about starting the game with a part of the hull where you first crush. This could be an unmoveable object that would need alot of resourses or/and a special reserch tu fix, kind of Age of Empires Wonder. And when finished have the option to leave the planet. (this is no so "cheap" but sill wanted to added)
Well I had the idea of a personal terminal, basically it'll raise happiness and can be used to improve certain skills but it'll take a lot of time out of their schedules to do their jobs.
hmm dont know how hard this would be could you just make it so people you capture are slaves? I just find it hard to believe that i can win over someone who was just trying to kill me :P and sort of just make it so you can push them more than your people and not give a toss if they go a bit nuts, you could even put some sort of slave bomb collar on them?
I know i am evil and crazy but hey I want to live in this world :D
Few ideas:
-First, not sure if this one would be cheap, but: Drill. Requires research. Requires power. Drills a geothermic vent. Can fail/explode. Maybe 3x3, geothermic vent is created in the center, drill must be sold to build Geothermic Generator.
-Motion detecting lights: Would work much like auto-turrets, but instead of killing things on sight, would turn on on sight. Would also turn off when no one is around. Requires research(?)
-Non enclosing walls; maybe more durable?
-Improved roofs research option; maybe can stand further away from supports? Or maybe vaulted ceilings, to decrease the amount of XY space that is required for colonists to not feel cramped.
-Lightning rods/generator; requires research, keeps lightning from damaging a certain range, generates vast amounts of energy when batteries are hooked up. Diverts excess energy into the ground.
-Wall lamps
-Underground conduits; so they don't take up as much space.
-Double sided equipment rack.
-Bunk - sleeps multiple prisoners/colonists.
-Couch
-More potted plants; different colored flowers, shrubs, bushes, etc.
-Fences and gates; keep animals out without having to enclose farms.
-Handler class; like Warden except for animals.
-Vet class; like Doctoring except for animals.
-Patrol class; colonist patrols a designated zone for threats. Auto-drafts when threat is detected.
-Animal capture; requires lasso/traps.
-Some sort of beast of burden; bull-like, horse-like, mule-like. Requires same process as "recruitment," except called "Breaking." Can be used to haul more, grow more efficiently. Requires "cleaning-up" after and feeding. Fed by Handlers. Small chance to be injured on the job.
-Hay for animals to sleep on.
-Research: shoes for animals, saddle/reins/etc.
-More crops; need to acquire seeds which require research, or are attained from traders or crashed ships. Perhaps Oaf recruitment yields small chance of getting new seed type.
-Smooth-out mineshaft walls.
-Metal detector; equipment allows for seeing minerals deeper into walls than just one block.
-Caverns; must be mined into to discover. Same as outdoors, but hidden until mined into. Rock fllor, rock walls. Maybe geothermic vents?
-Mushrooms and other fungi grow in dark. (Found in caverns.)
-Cooking options: Multiple tiers. Higher tiers less likely to set fires; T1 Open campfire, T2 Fire pit, T3 Fire Grill, T4 Electric Stove, T5 Oven, T6 Microwave oven (penalty to happiness?) Require research. Also (not cheap part) Maybe higher tiers (up until microwave) are less likely to burn food.
-Overcooked/Undercooked food: Multiple tiers. T1: Raw (-12 Happiness, 0 Fear when eaten), T2: Undercooked (-10 Happiness, 0 Fear when eaten), T3: Cooked (+3 Happiness, 0 Fear when eaten), T4: Overcooked (-8 Happiness, 0 Fear when eaten), T5: Burnt (-12 Happiness, 0 Fear when eaten.)
-Nuked food: Microwaved. (-5 Happiness, 0 Fear when eaten)
-Prisoner-accessible doors (so I can build a mess hall or rec center :D)
-Prisoners try to escape during power outages, depending on loyalty.
-Trench: slow down movement like sandbags, provide cover when standing in. Do not provide cover for standing behind.
-Bunker walls: Requires research. Can be shot through, provide cover, and are roofable. Possibly don't conduct electricity? Resists explosives from the outside, flame retardant.
-Streetlights: More durable, provide vast amounts of light when outside, cannot be roofed in.
-Chef class; has lesser chance of burning/overcooking/undercooking meals depending on aptitude.
-Blast doors; Require research, can only be opened from terminals, flame retardant, resist explosives. Can be forced open by sapper raiders.
-Sapper raiders; can dismantle auto-turrets, cut through walls and blast doors (over the course of several hours.)
-More happiness items; lampshades, desk, different kinds of chairs (office, lounge, recliner, etc.) bookshelves
-Water supplies; rivers, lakes, etc. Possibly able to drill water wells. Story event; draught. Crops begin to die, animals die of thirst, wells and rivers dry up, intense heat creates exhaustion. Colonists should need to drink water.
-Sewage system; toilets, pipes, and septic tanks all fall under on research category; water purifiers which require research, and a biofuel generator which requires research and turns waste into energy. Before researching sewage (0 Happiness, 0 Fear), chamber pots (-15 Happiness, 0 Fear), or outhouses (-5 Happiness, 0 Fear.)
-Check/Uncheck all button on Overview screen.
-Automatic pause on opening Overview screen.
-Robots which can perform firefighting, constructing, repairing, mining, plant cutting, hauling, and cleaning tasks (each task requires additional research. Should be too unwieldy to grow plants.
-Mechanic class; like warden except for robots. Repairs robots as needed. Even-more-Not-so-cheap idea: Depending on aptitude of the last mechanic to repair the robot, chance of shorting out, exploding, shutting down, or going rogue.
-Power sockets for robots to return to (beds for robots.)
-More weapons; flamethrower, gas cans which burn until put out when damaged, throwable knives, RPG, Incendiary grenade, baseball bat, crowbar, wrench, screwdriver, hammer, nail gun, saw, gloves.
-Non-lethal weapons; tazer, mace cans, EMP grenades which knock out power in a certain range, lasso, some kind of weaponized incapacitating drug (darts or melee syringes).
-This one has been mentioned before: Negative damage; threshold between incapacitation and death. Death at -10. Incapacitation at 0. If a unit takes damage that drops them below 0, halve the remaining damage. If the HP falls below -10, the unit dies. If the -10<HP<0, the unit survives, is incapacitated, and continues to bleed out until rescued.
-Field medkits: bandages stop bleeding, certain drugs provide extra HP, certain drugs cut incoming damage by a certain percentage (person on morphene or adrenaline feels less damage than a person not.)
-Improved doctoring system: more than just feeding people. Maybe some injuries require bandaging, surgery, or drugs instead of just nursing. Success of said operations should be based on aptitude and difficulty of operation.
-Events where prisoners become disorderly and/or attempt to escape. Makes me feel better about telling the warden to beat them.
-Floods which require pumps to keep the colony from flooding inside the walls. Floods damage electrical systems, crops, and furniture, and creates an excess of filth.
-Mentioned before: Dismantle option for furniture instead of sell and buy again to relocate. Also available for turrets.
-Practice dummy/target practice furniture. Improves shooting/melee skills when there are no raiders to defend from.
-Personal lockers which can be claimed by colonists; raise happiness.
-Mentioned SO many times: FIRE EXTINGUISHER. Takes up equipment slot. Requires research.
-Craftable equipment. Fire ext. (increases aptitude for firefighting), hoe (increase aptitude for growing), rake (increase aptitude for growing), power tools (increase aptitude for constructing/repairing), hand tools (increase aptitude for constructing/repairing), pickaxe (increase aptitude for mining), wheelbarrow (increase carrying capacity, lowers walking speed, increases aptitude for hauling), backpack (increase carrying capacity, lowers walking speed, increases aptitude for hauling), machete (increases aptitude for plant cutting), vacuum (increases aptitude for cleaning), broom (increases aptitude for cleaning), dust pan and brush (increases aptitude for cleaning), surgical equipment (increases aptitude for doctoring), handcuffs (increases aptitude for warden), all other equipment I listed above.
-Engineering/Crafting class.
-Crafting table; like research table, but for crafting equipment. Equipment must be researched first before crafted.
-Recycler to melt down slag into metal. Requires research.
-Grinder to grind down rock debris. Requires research.
-Heater/AC Unit: requires energy, requires research. Boosts happiness.
Phew! I think that's everything I thought of in my first day of playing. Apologies if some of these aren't as cheap as I think they are (most of them probably aren't... Sorry.)
JKTD dude, i freaking love you (no homo) but man, soooo many great ideas, 98% of them should, and i feel are planned on being in the game, jeesh, just amazing.
Here's a thought...
Walls should gain HP if they're built on something exceptionally sturdy, and lose HP if they're built on something exceptionally un-sturdy.
For instance, "Sturdy" would mean "any hard type of constructed floor," IE, metal tiles/concrete/paving tiles/smoothed stone," and exceptionally un-sturdy would be sand and gravel. Soil, rough stone, and carpet would give the same HP values we have now.
Also, when a wall or a door is built over a conduit, it should discount the wall/door the cost of the conduit, and/or auto-sell the conduit.
Building: Mining Drill. Costs 1000 metal, but mines beneath the surface and slowly extracts metal. It would dump metal deposits on the ground beside the drill for colonists to haul to dumping areas.
First off, this idea sounds easily exploitable, but you could make it so drills are only placeable over geothermal vents or maybe a different rare deposit that could be added to the game. Currently metal is the only way to construct things, but it is a non-renewable source and is not that easy to come across.
Another way of making it easier to obtain metal is to add a research for communication boost. It would allow the colony to send out signals to passing trading vessels. The player could specify which vessel they would like, and in this case, industrial traders. Of course, metal-thieves may receive the signal as well, and with broadcasting for vessels may attract unwanted guests.
I know this game is still not even in Alpha, so I'm sure the system is getting balanced out and will probably be completely different down the road. I'm excited to see where this game takes us!
<3 Ender. (homo)
What we really need is what minecraft kinda did, chunks or what ever to genrate the map as you exspore, so other things that mean like another tribe of people showing up could work abit better
Yeah, open-world concept would be nice, but let's not call it "Minecraft." Open, generate-as-you-go, worlds have been around far longer than Minecraft.
Quote from: CodyRex123 on December 01, 2013, 03:17:48 AMWhat we really need is what minecraft kinda did, chunks or what ever to genrate the map as you exspore, so other things that mean like another tribe of people showing up could work abit better
This thread was intended for cheap ideas. This is pretty much the
exact opposite of a cheap idea, on par with "give us Z-levels" and "Let's have the ability to play on an airless rock."
(Both of which I think are
good ideas, but the exact opposite of cheap ideas.)
This thread has been everything BUT cheap ideas from like the third post; and I completely agree with you that people should respect the cheap requirement. However, most people that get on here seem to be too inexperienced to understand the difference between cheap and expensive. A lot of people are even disregarding the requirement and just posting whatever they feel like here (probably much to the annoyance of Ty.)
Quote from: JKTD1919 on December 01, 2013, 05:13:15 PM
This thread has been everything BUT cheap ideas from like the third post; and I completely agree with you that people should respect the cheap requirement. However, most people that get on here seem to be too inexperienced to understand the difference between cheap and expensive. A lot of people are even disregarding the requirement and just posting whatever they feel like here (probably much to the annoyance of Ty.)
I am willing to bet that the reason for that is not many people know how to code and therefore think it's easier than it really is, but yeah not many of them are cheap but 1 really expensive idea or a list of cheap and semi cheap ones with the expensive ones tossed in there for good measure which is probably part of the reason this next update seems to be taking so long (though I'm willing to bet it's a mix of everything).
How about a way to measure tiles? Like say you hold down alt or something and drag out lines while the game shows you the length. Just to make it easier to plan things out and build walls of specific lengths without having to count.
really any kind of melee weapon/combatant simply put a item that bolsters damage when unarmed, maybe if a someone has a breakdown and goes total batshit crazy, maybe move faster and have slightly higher hp
Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.
Quote from: Necronomocoins on December 02, 2013, 05:31:55 AM
Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.
Or just a real dog, cat, and possibly farm animals. There's already squirrels in this game; maybe we can herd muffalo and mount them, too.
Ability to dump weapons from equipment racks. I have like twenty spots, but they keep getting filled with pistols. I've stopped letting them haul pistols, but the ability to clear space in my increasingly crowded equipment room would be nice
I'd like a box for colonists to haul unwanted weapons to instead of taking up equipment rack space.
wouldn't mind adding maybe floods that could cause some... electrical situations if it finds its way into buildings or if you just plain out leave exposed wires in the rain.
hell maybe you could even add a global warming scenario (assuming you add coal plants and whatnot) where ice caps melt that ultimately leads to a new type of gameplay(underwater base!!!!!!!) and you could re-include oxygen drill from your prototype game because im pretty sure its hard to get good airflow underwater... fwew that was a lot of words and typing, I hop it was worth it. <img src="http://ts2.mm.bing.net/th?id=H.5030889627848085&w=262&h=178&c=7&rs=1&pid=1.7"/>
Here's a very cheap idea that is well worth the dev time:
Have idle colonist stay within the home-zone.
Here are I few ideas I have:
-An interactive event log. Where you can click and zoom in the locations of the events.
-Traps.
-Cleaning order.
Like the game a lot, by the way. Keep up the good work.
After playing the game for a few days, this is what I've got. I do apologize if some one has already mentioned these.
- The shadows growing long and short are a really nice touch. In real life a shadow is sharper the closer the object casting it is to whatever the shadow is projecting on, and fuzzier the further away the two get. I wonder if this can't be simulated.
- Some of the stats seem to reset after loading up a game. I've over a hundred raiders in my graveyard and according to their stats they all died on the same day.
- I feel like E-mail messages in game could be color coded. When ever I get a message I automatically slam the space bar because I'm worried its warning of an impending raid. I would like to see different colored messages for Raid warnings, Orbiting ships, and outbreaks of rabid boomrats.
- I think it'd be nice if the colonists could develop relationships with each other. Gain happiness when their beds are in the same room and become depressed if their partner is killed. Chosen partners could be determined by a random sexual preference, the number of social chats they have together and/or how many meals are shared at the same table.
- It may be neat to have a rare chance for a raider to switch sides mid fight if his raider allies are not faring too well.
- Rain washing away blood stains.
- Right now it seems colonists can only die a violent death. It'd be nice to see one die of natural causes for a change. Less severely, perhaps a colonist could become bedridden for a time.
- In the current game, the repair SFX sounds much too similar to the SFX of a landmine about to go off. If I'm not watching my colonists fix something, I keep anticipating a follow up explosion.
- When a solar flare knocks out the lights, or anytime the power goes off, I feel like my colonists would break out the candles. This could be a research-able piece of stone age technology and could provide the opportunity for the occasional fire.
- Purely aesthetic but I'd like to see the occasional female colonist with her hair in a ponytail. Hair styles could be a cheap way to add variety to the colonist characters.
- As I'm setting up graveyards, I'm finding it difficult to determine at which end the tombstone will go.
- I think it'd be nice if the colony is visited from time to time, perhaps from one of the orbiting ships. Visitors could offer gifts and interactions between visitors and colonists could raise colonist stats.
Thats all I have for now. I love the game and if it grows no further I feel my money was well spent on it, so anything you add is a welcome bonus. Thank you and have a good one.
I have a few cheap Ideas I thought of when playing the game -
- A way to destroy corpses (they can get very area consuming) Such as an incinerator
- A way to destroy rubble (should not be easy but again very area consuming)
- More decorative items and furniture such as a sofa a tv etc that increases happiness
- An in depth(ish) optional Character creation screen/ character save feature (currently I'm going into the save file and editing the name, age, traits and body type of my people because I like to have my own little story)
- More research subjects to upgrade Items and structures, such as fireproof walls/turrets blast proof objects and upgraded sandbags
- More character pick-ups like armour or clothing to change appearance and possibly lessen hit damage also a shield to replace the weapon slot or maybe even a large object/ small object, so can can carry a handgun and shield or a big gun and handgun or something
- The ability to mount character weapons onto turrets or to research new ammo types and turret heads/body’s
-a powered shield system where you have a generator and nodes, and the nodes connect to each other in a way you specify and you can research to make the shield more effective (harder to walk through, more chance to block shots etc) also have it start as a 2 way block but be able to be upgraded to a 1-way block (you can shoot at the bad guys) or something to make it so it remains 2-way but your colonists can get through
- Possibly a map editor so you can design and share your own map designs
- Make weather more effecting i.e. if it's raining and your colonist is outside he/she gets less happy because he/she is soaked or if theres a thunderstorm fear goes up and if it's foggy there shooting range is decreased.
- Better doors to be researched such as a reinforced door which is harder to get through or a light door which produces light or an energy door that functions like the shield idea and so on
- Add in hobbys such as jogging, painting, stargazing etc.
Hope these aren't too elaborate, thank you for reading and please reply with thoughts on my ideas :)
I've had a few more cheap ideas
- Make it so you can choose how much ram is used (for high end machine that want better performance)
- Give you the ability to define prisoner areas and tasks, like in prison architect so they can grow crops and repair objects
- Allow you to tame animals to use squirrels as a way to quickly cut plants and muffalos could be mount so you can move around the map faster
- Give you colonists a special exercise area to increase stats like walk speed or melee strength or mining speed for a mid-term basis unless you continue to exercise.
Thanks for reading :) please reply
Quote from: TheLastGenius on December 04, 2013, 02:07:43 PM
- The ability to mount character weapons onto turrets or to research new ammo types and turret heads/body’s
-a powered shield system where you have a generator and nodes, and the nodes connect to each other in a way you specify and you can research to make the shield more effective (harder to walk through, more chance to block shots etc) also have it start as a 2 way block but be able to be upgraded to a 1-way block (you can shoot at the bad guys) or something to make it so it remains 2-way but your colonists can get through
I liked most of your ideas and agree they would enhance the game but I feel these two, mounted turrets and a shield system may distract from the stated goal of making the game feel like the old west in space. On my end, I like that the game is trying to walk a line where it wants to be a simulated western with a rare few added sci-fi elements.
-Add an area/structure for Muffalo/Animals to raise.
-Ability or something like it (Like Animal Handling/Farming?) to herd animals to then harvest later for food.
Kinda has adds a wild west feel to it, yea?
I've had a couple more cheap ideas
- A more in-depth social development engine like the more you talk to a certain colonist the better friends you are and eventually you can start dating get married etc
- Different alert sounds or colours for the E-mail thingy (ie raider will be red with a little Siren)
Thanks for reading, please reply :)
First off: Awesome game, and I am glad you prereleased it so I don't need to wait to try it out :-)
Engraved floor. I loved this feature in DF and it would be interesting if you allowed players to place engraved tiles.
Subdue option under attack menu. This would do less damage, but would be less likely to kill the person. I hate it when I have to kill perfectly good slaves.
Training Grounds. A small area where idle settlers can practice combat.
Allow building statues, and fountains.
Endless research. Create research options that never complete, then reward the city based upon how many research points are put into it. An example would be 'Study local fauna'. Each hundred points would give every settler one point of happiness as it creates a diversion from from their day.
Illnesses. Cause one settler to become ill for a random number of days, with the possibility of death. They may need to be rescued.
Time Saving Suggestions:
Diagonal placements. I would like to be able to make diagonal roads, and it is tedious at the moment. If I could hold down a button that would cause the placement to be diagonal rather then a square would be helpful.
Prioritize materials over harmless animals. If I try to select a group of minerals and food so that I can get my colonists to pick it up and a stupid squirrel walks into my selection, I only select the squirrel. Harmless animals should be the lowest priority.
Wall-hung lights.
Simple as that. The fact that they're always just awkwardly chillin' on the ground really bugs me. =P
I have lots of new cheap ideas so here they are
- A whole map job option I.E. Set it so you auto bury corpses or auto pickup fallen cargo, or auto clean blood of your enemies
- A 'Cleanup' tool that lets you completely clean a selected area of rubble, filth, blood, corpses, and smooth over the terrain evenly
- A Dirt/sand floor type so you can make a farm in an area thats already been covered
- A mapping mode that lets you plan an area for free that shows you how it will look afterwards
- Defensive points that let you pick areas your people will automatically go to in the event of an assault
- Non-Lethal weapons like a concussion pistol or stun grenade to let you capture raiders instead of killing them
- Weapons that straight up disintegrate your enemy so you dont have to deal with their bodies with the side-effect of destroying their weapon
- Weapons that are heat or burn based so they cauterise the wound as soon as it's made so the raider wont bleed all over your new carpet
- Special tools that let you do extra thing like disintegrate debris (it will take about an 10 minutes when first acquired) or speed up repairs or place multiples of the same block at once ETC
- Some sort of mobile cover so if one of your people are moving debris or something they can defend themselves
- A triggered version of the blasting charge so it can be used as a mine against radiers
- An advanced research building called the Growth-Pod where you can input the traits and backstorys of your colonists to build a custom colonist and where the adulthood will be identical to normal colonists but the childhood will always be the same - Pod-born +2 to everything but -5 to social
- The ability to force people not to fight and to just run
Thank you for reading and please reply to my ideas :)
I'd like to see a missile launch thing, where if raiders are coming, (or just for fun,) players can choose a location and it will blow up there (not instantly) but players would need a rocket launch pad.
QuoteIf your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
How about a small mini map on the top left corner of the screen just under the stats info.
where i can see a small red dot to indicate some bits off raiders and a green or blue dot indicate my colonist.
This ended up being far longer than I originally thought, I just kept coming up with things.
Structure:
-Concertainers (http://en.wikipedia.org/wiki/Hesco_bastion)
Perhaps listed as "Reinforced Sandbag wall," blocks vision, movement, and gunfire like a regular wall, does not contain a power conduit, does not roof an area when enclosed.
-Dirt and sand flooring
What it says on the box. Perhaps a pick and additional construction time is required if replacing a stone or concrete floor.
-Manual roofing tool
Lets you designate an area to be roofed, requires construction time and pillars (in the form of single wall sections) for support. Reduces the chance of whatever is underneath being affected by weather (nutrient paste dispenser, I'm looking at you), but does not remove it entirely.
-Wind turbine
Makes less power than a solar plant, but works day and night, an alternative to geothermal if no vents are available nearby.
-Incinerator
Requires massive amounts of electricity, destroys whatever is put inside after a time, including debris. Incinerating a body serves as closure, cancelling out any "I saw a body" mood effects. Can only work on one item at a time.
New gun turret types:
-Advanced Turret
Medium range, medium damage, low fire rate (a sniper tower, but not on nearly the same level as the M24)
-Heavily armored turret
Noticeably higher health, but much higher material cost, also affected by Turret armor research (see below)
-Manned turret
Functions only when someone is inside, higher accuracy than an auto-turret, but can be turned against you if a raider gets inside.
-Fire based tower (more like a flamethrower than Molotov cocktails) Terribly damaging, fear inducing, but very short range, and dangerous to anyone nearby while firing. Anyone. Significantly larger explosion radius than other towers when destroyed.
Objects/items:
-Placeable bushes, flowers, and trees/cacti
Serves the same purpose as a flower pot, but outdoors, and doesn't require (frequent) maintenance.
-Target Dummy
Gives colonists something to practice their aim on other than Muffalo, has lots of health, but will need to be replaced occasionally.
-Melee weapons
A metal pipe, pointed stick, even a banana*, but some way to improve melee damage, could make guns more rare and valuable if some raiders come equipped with them as well.
*Monty Python, self defense against fruit.
Fire control:
-Fire cabinet
Re-tooled equipment rack, contains the tools listed below.
-Fire extinguisher
Equipped as a weapon, makes colonist more effective while fighting fires, entirely useless for combat though.
-Turnout gear
Also equipped like a weapon, makes colonist fire-proof, good for rescuing other colonists trapped in fire. Possibly slows movement speed, so it shouldn't be worn all the time.
-Fire should probably be more of an issue if these are implemented, spreads faster, much harder to beat out by hand, starts more frequently from faulty machines and power conduit.
Research:
-Turret armor
Each level increases health slightly, costs metal as well as time to research, each tier costs more than the last.
-Electrical efficiency
Power plants make slightly more power, and batteries store more.
Behavior:
-Recreational activities, painting, reading, radio?, actively socializing. Gives colonists something to do that improves their mood, perhaps too long without recreation could be enough to cause a breakdown on its own. Each activity has different effects for each colonist, based on traits.
-Several levels of mental breakdown, the "kill everyone" breakdown, run away (can still be arrested and convinced though), fetal position (requires rescuing, bed time, and a doctor to become active), again, based on traits.
-Improved path finding, do chores based on walking distance, not "as the crow flies." I've had colonists walk all the way around a mountain to get food, walking past metal, because the food was technically closer to where they were when they selected the task. Also improve efficiency, when a miner finishes and heads for bed, have him carry an armful of metal to the stockpile if he is also a hauler.
-Separate Hauling and Dumping tasks, hauling brings in supplies, dumping gets rid of debris and the like.
-Deny areas to certain colonists, my haulers usually end up running between my hydroponics building and stockpile, not collecting the metal someone else has mined, because the food is closer to the stockpile.
-Panic button, allows you to designate a "retreat" and a "muster" area, and assign each colonist to one of the two. Hitting the button immediately sends all colonists to their assigned areas, protecting the unarmed ones from raiders, and summoning the armed ones to defend the colony.
I know cooking and actual medical attention are already in the works, so I wont mention those.
Side note to Tynan:
I program buildings, not games, but it has been my experience that most people have absolutely no idea what four hours of programming means in terms of results. I don't know how much work each of these suggestions means for you, they just seem simple to me (alright not the behaviors section, most of that is pretty major).
I have a problem with the graves they just take too much space in a long game. One way to hadle that is to shoot with a T9 on the graves to burn them but it would be much nicer if there was a better way to cremate them, in a stove or sth like that.
I also experienced some huge electric discharges wich led to huge explosions. I think it would be nice if you can do this on purpose on a specific destination to kill raiders.
Hi,
I'm a huge fan of Dungeon Keeper and I always build my Base like in there old times.
Usually I first dig out a 18x18 room ( 9x9 Dungeon Keeper equals 18x18 in Rimword ).
Then I start to place furniture like Beds and Stuff.
After a while I'll add some nice Floor.
And after that I'll upgrade the Walls and this is a bit complicated for me ..
.. dig the old "stone" walls away and then place structure walls.
Nits not a huge Problem if I upgrade one room after another but if I try to do this with to neighbour rooms - I often loose were there walls exactly were.
-
So please let us build structure walls on naturals ones, like it is possible to build growing area on existing plants.
The colonist then would automatic dig the Wall away ..
- The ability to designate colonists as Leader, Sharif, Head Gardener ect. for a stat bonus and added depression to the others if a colonist with a tittle is killed.
- lots of people have discussed having the colonists form relationships. Why not continue on to children and eventually families?
Emergency light Tech.
If the Power is low, lamps will automatic activate a lees power intensive red light. The Colonist can see but still get the "in darkness" malus.
Autotraders - they aren't affected by Social skill but are a bit cheaper.
For the player:
Notepad / Sticky notes
Screenshot taker / Polaroid camera
My cheapest ideas would be:
Research topics that improve variables currently ingame such as:
-> Carrying Weight (How much stuff a colonist can carry)
-> Expanded Store Stocks (Allowing ships to carry more stock and more credits)
-> Amount of Food produced by Gathering a Potato in a Growing Area
-> Amount of Metal produced by Mining an Ore Vein
-> Increased duration of ships sticking around (Allows you to trade with a given ship for longer)
-> Increased hitpoints of turrets
-> Increased power production of Solar Arrays
-> Increased power storage of Batteries
-> Reduced power consumption of Lights
etc...
Floors
-> Different tile shapes (ie Diamond, Hexagon, Pentagon, etc...)
Furniture
-> Power-Saving Lamps (Ones that only turn on during the night)
-> Double-Door (A place where you can place a single large door that takes up two spaces)
Trade Commodities:
-> Alcohol, Silk, Salt, Pepper, Oil
Bit tired, so can't think of anything else. Will probably post again later.
Energy Efficiency: New technology, 3000 research. Causes lights to automatically switch off when nobody is in the room or when everyone in the room is asleep. Does not apply when there are hydroponics tables in the room.
Equipment: (Takes up weapon slot; can be placed on Equipment Racks)
-> Omni Repair Tool = Repairs far faster (200% faster) than normal.
-> Diamond Power Drill = Drills far faster (200% faster) than normal.
-> Craftsman's Toolbox = Constructs far faster (200% faster) than normal.
-> Grower's Toolkit = Grows and Cuts plants far faster (200% faster) than normal.
-> Miniaturizer Backpack = Allows someone to carry far more goods (300% more resources) than normal.
-> Science Kit = Research far faster (200% faster) than normal.
Weapons:
-> Heavy Pistol (think Desert Eagle) = Similiar to pistol but deals more damage, is armor piercing, and has slightly more range.
-> Machine Pistol = Similiar to pistol but fires more shots (Burst of 3), and has slightly less range.
-> Rocket Launcher = Fires a rocket-based explosive that detonates wherever it lands. Slows down the user using it.
-> Light Machine Gun = Fires a lot of shots (Burst of 7), but slows down the user using it. Somewhat inaccurate at longer range.
-> Automatic Shotgun = Fires more shots than the regular shotgun (Burst of 3), but has shorter range.
-> Belt-Fed Automatic Shotgun = Fires a lot of shots (Burst of 7), but slows down the user using it. Ineffective except at close range, due to recoil.
-> Grenade Launcher = Fires an explosive device that detonates at the destination. Fires explosive/fragmentation grenades.
-> MP5 = A more powerful submachine gun than the Uzi and more accurate. Burst of 5 shots
-> Dual Wielding = Allows a colonist to pick up a second guy of the same type. Fires both weapons (doubles burst size; ie two pistols = Burst of 2), but reduces range of weapons.
-> Dual Wieldable Weapons = Pistol, Machine Pistol, Heavy Pistol, Uzi, Molotov, Grenades, and MP5
Furniture:
-> Benches = Something two people can sit on
-> Wall Torch = Produces light, but doesn't prevent colonists from moving into or past it.
-> Punching Bag = Allows colonists to train Melee Fighting in a safe environment.
-> Target Dummy = Allows colonists to train Gun Fighting in a safe environment. (Would be very useful if you had someone with high Social and high Guns but ManualDumb traits so that they could be used as the top marksman in emergencies. Makes them more useful, as everyone else is honing their skills)
-> Lamp Post = Similiar to other lamps, but protected from the rain so it doesn't short-circuit.
-> Organically Powered Generator = Produces energy in exchange for food (potato-powered). Doesn't produce a lot of energy.
New Concepts:
-> Armor Piercing Weapons = M16, M26 and the Enfield naturally penetrates bullet proof armor. Otherwise bullet proof armor/plating reduces bullet damage by 33%.
Research:
-> Advanced Turrets = Unlocks Sniper Turret, Mortar Turret and Suppression Turret
-> Longer Barrels = Increases effective range of all weapons.
-> Armor Piercing Bullets = Increases damage of all bullet-based weapons. All bullet weapons can now penetrate armored targets.
-> Bullet Proof Armor = Provides colonists with some protection from bullet-weapons and makes turrets take less damage from bullets.
-> Metallurgy = Increases metal yield from mining.
-> Agricultural Practices = Increases food yield from growing.
Research Unlocks:
-> Sniper Turret = Fires a single bullet at long-range. Deals light damage, but has greater range than M26 Sniper Rifle.
-> Mortar Turret = Fires an explosive mortar at medium-range. Explodes on contact and induces fear into targets (Think Shell-shocked effect)
-> Suppression Turret = Fires a constant stream of fire at short-range. Deals high damage and induces fear into targets. (Fire is hot)
-> Longer Barrels = Increases range by 15%
-> Armor Piercing Bullets = Increases damage by 10% and ignores bullet-proof armor.
-> Bullet Proof Armor = Reduces bullet damage by 33%. If the enemy's weapon can penetrate armor this has no effect.
-> Metallurgy = Increases metal yield by 50%
-> Agricultural Practices = Increases food yield by 50%
Trait Change to Manual Dumb:
-> Make it so that people with Manual Dumb can clean and fight fires (normally its just fight fires). Since cleaning levels no skills and only makes the environment look better for morale purposes, I think it would make sense to allow cleaning, if they can firefight. Ones normally with Manual Dumb are usually useless to the colony except in VERY specific circumstances. I'm looking at you Nobles and Assassins. It would make it so that they at least do something semi-useful for the colony AND clean up blood splotches.
A lot of ideas being bandied about here aren't sounding very cheap, and get into a lot of very narrow and complicated mechanics. One of the great strengths of gameplay like that Rimworld provides is rooted in simple mechanics that interact and/or randomly come into play simultaneously to create complex situations.
Raiders, as they are now, have some issues - they show up, shamble into our gunfire like Chinese conscripts at Chosin, and appear to have no goal but to smash furniture and set walls on fire. I have a few ideas that may be sufficiently "cheap" to implement, and which could broaden the potential situations and options players face:
1 - Split hostiles into two potential factions, "raiders", who attack for material gain, and "cultists", a faction roughly akin to the Thugees (http://en.wikipedia.org/wiki/Thuggee). The Cultists would also be seeking loot, however, their ideology would also cast their acts of murder as benevolent - they're sending their victims off to paradise, or providing human sacrifices that will prevent some great catastrophe.
Either way, as far as game mechanics go, the Cultists would behave in a manner more like the present-game raiders; they come to destroy, will destroy everything and kill everyone if allowed, and will trudge onward into gunfire with little concern for their mortal existence. Maybe later on down the road a Trojan horse/colony infiltrator mechanic can come into play as well.
2- Alter the standard Raiders' behavior in two (relatively) simple ways. First, make them less suicidally aggressive. Give greater weight to their AI seeking cover, and lower their threshold for punishment before beating a retreat.
Secondly, change their goal. Their aren't after your doors, walls, and furniture anymore - they're after your stockpile. If they reach a stockpile, they will begin taking resources (perhaps only cash, for simplicity's sake) out of it, and will continue to do so until either driven off by losses or they extract a certain amount of loot, which would be based upon the size of the raiding party. Attacking them while they do this will kick them back into attack mode until all -drafted- colonists are out of sight again. At that point, they'll return to looting the stockpile.
And here's where strategic options come in: the maximum amount of resources that can be taken from any one stockpile, would be the total colony resources divided by the total number of stockpiles. So, for example, if you kept one stockpile outside the front gate, and one inside your base, the most the Raiders could loot from the outside one would be one half of your total wealth. If you keep one outside and three inside, the most they could get from outside would be one fourth your total wealth.
And if that's enough to sate the raiding party's numbers, off they'll go, and no one has to get hurt. But if it isn't, they'll start moving deeper, seeking out what else you might have hidden away somewhere - the next stockpile. And if that's still not enough, the next after that.
This gives the player the option of bribing non-Cultist raiders, avoiding at least some combat, cutting down the risk of losing colonists, and cutting down on combat-related hits to happiness.* That is, if the colony's initial offering is sufficient, or if it isn't, that you're willing to let them come in and help themselves to more.
And of course, if you're too low on resources, or the raiding group is too large, well, a dairy cow with dried-up teats isn't much worth keeping around, is it? If they take everything you have and still haven't hit the group's pay-off limit, they go hostile again, and show you what they do to cheapskates who fail to give them everything they want.
Similar to the slave/prisoner prices, the pay-off limit could simply be based off of the experience and health of the raiding group's members, albeit with a formula tweaked to put greater weight on backgrounds/skills with combat bonuses - a bunch of healthy assassins and marines will expect more, a gaggle of wounded oafs, far less.
Of course, players will still have the more challenging option of building high fences, keeping what's theirs, and just shooting the thieving bastards on principle.
*- It occurs to me there could still be a negative morale effect attached to allowing raiders to take resources, albeit one still less than and "witnessed death", "witnessed corpse" - much like the way hunger/ate raw food or paste works now. On the flip side, a positive bonus could be attached to successfully driving raiders or cultists off, perhaps one that is multiplied by their numbers, and then adjusted according to the number of colonists you have. A big colony driving of a few raiders or cultists would only get a small bonus, a small colony driving off a big group would get a big bonus. For those who were manning the line during the fight, this could balance out or even exceed the morale toll of witnessing deaths and dead bodies. A hard fighting colony is a happy colony, as long as they do win in the end. A colony that engages in paying off the barbarians had better offset the undermining psychological effects with a lot nice carpeting and entertaining distractions.
And if they get hit by a Raider group that wants more than they have, or by a large group of Cultists who will kill them all regardless, well, it's just a shame their soldiers didn't get more combat experience. Those extra levels in fighting skills might have been handy.
It's a system with complex options, but as you can see, the rules and mechanics behind it aren't complex themselves. Most of it comes down to a few simple math formulas, a splitting of hostiles into two groups, and a tweaking of what Raider AI pursues.
Better descriptions or reasons for "capturing" random wanderers for recruitment would be nice. As it is, the only real option is to "arrest" them, which makes me feel like a bad guy. Like, why am I "arresting" him? What'd he do, other than wander into my line of sight? I feel like The Mayor from Walking Dead - I'm kidnapping people and then brainwashing them into staying with me, forcing them to work for me and, if need be, to kill and die for me. That feels dirty.
Maybe instead of just "Arrest" there could be another option - "Invite". Has basically the same effect, but you'd need an open "colonist" bed instead of a "prisoner" bed. It could be based on a character's social skill (or possibly even the pleasantness of the unclaimed bedroom?); and maybe the wanderer is extremely likely to agree if he's unarmed, out of food and low on health - suddenly someone comes by and says "hey, we'll fix you up and give you a place to live if you'll come join our little colony", and he's all "hell yes, I'm dying out here". But maybe he feels like he's in okay shape, and your guy isn't very social, and he passes and continues on his way.
Then you have options (the golden word!): Try again, maybe with another character with higher social. Let him go. Or, you know...be the bad guy and arrest him for "trespassing" ;)
Seems easy enough to implement - all the parts are already there, you just need to make some slight modifications to the system.
A 'next colonist' button.
When you pull up a colonist's skill/traits details, I'd love to be able to scroll left/right to the next/previous settler.
I frequently am looking to see who is my best miner, rifleman, etc. It would make things more fluid if I could scroll through them all instead of tracking them down on the map.
Gate, functions exactly like a door but doesn't create a roof in a room
Quote from: doctorkill on December 13, 2013, 10:48:04 AM
Gate, functions exactly like a door but doesn't create a roof in a room
In a similar vein to that:
Fence: Functions similarly to a sandbag, but provides no cover. Can be climbed over by people (But slows them down), but not animals. Good for keeping pests out of your outdoor farms, but highly flammable.
Suggested both Gates and Chainlink fences in my Suggestion Thread :)
Quote from: henrytm82 on December 11, 2013, 10:50:01 PM
Better descriptions or reasons for "capturing" random wanderers for recruitment would be nice. As it is, the only real option is to "arrest" them, which makes me feel like a bad guy. Like, why am I "arresting" him? What'd he do, other than wander into my line of sight? I feel like The Mayor from Walking Dead - I'm kidnapping people and then brainwashing them into staying with me, forcing them to work for me and, if need be, to kill and die for me. That feels dirty.
Dude, this was my exact thought. I actually named an oaf Merle once to embrace the evil. :v
I have a few ideas I think are that easy!
- assign batteries to devices; a battery directly adjacent to a piece of powered equipment will power ONLY that device, and only when the device is getting no other power, and not feed into the general grid. this lets you keep key equipment running longer during low-power situations without micromanaging all the on/off switches on everything
- power switches; an easy way to toggle power on and off for entire buildings or areas, this would just be a power conduit tile with an on/off function like the lights have. (I currently do this by just selling and rebuilding the same bit of cable as needed)
- a "go to home" hotkey that centers the view on your base. (Defined as the geographic center of your home area, or your food dispenser, or some such thing)
I might repeat previous suggestion, but they're cheap:
Research
- Research fungicides for a reduced rate of blight.
- Research non-fear-based methods of increasing loyalty, like flags, banners, etc. Might come after carpets.
- Research an interstellar comms beacon (or what have you), a 3x3 or 4x4 (or bigger) satellite dish that increases the rate at which trading ships visit your colony, but also, like turrets, increases the number of raiders who arrive during raids. Also draws a fair amount of power.
- Research for a smaller turret explosion radius. ("Turret safety")
- Research for "reinforced power conduits" that cost more but have more health (so they don't automatically get wiped out by explosions).
- Research reinforced doors that are more expensive but have more health.
- Research a cryptocurrency mining rig that draws a lot of power but generates money. (This one's a little bit out there.)
- Research small wind turbines that generate power at dusk and dawn and during storms.
Raider Behavior
- Raiders bring attack dogs (or what have you) that are faster than people and melee attack.
- Raiders cut power lines.
- Raiders prefer to attack at night
- Raiders are better about not getting strung out in single file.
- Raiders that move faster or have higher health (armor?) and are potentially slower.
- Raiders can carry off incapacitated colonists.
Other
- Lower accuracy when firing at target in dark square.
- Predatory animals that spawn in small dens (something wolf- or bear-like, but alien) that attack other animals and your colonists (or raiders) if they get too close.
- Reduce trade value of potatoes and introduce slow-growing cash crop.
- Some colonists like/dislike certain things more than others. (E.g. dislikes corpses a lot, likes flowers a lot)
- Smooth stone walls that don't transmit electricity but don't cause "ugly environment" thoughts.
- Guns with higher stun rate.
- Make animals more attracted to crops, but add fences & gates (maybe Muffalo try to break these sometimes) to keep them out.
One thing I'd like is the ability to turn a paved floor/whatever into dirt by shoveling soil (free, but takes as long as smoothing stone, if not longer,) and the ability to selectively plant agave/raspberries/bushes/ornamental trees.
As new art is being done how about a hat on each Rimworlder that relates to job. In that weather I would want a hat. A nice one.
Not sure if this has been mentioned (searching hat is impossible as its in too many common words) ;D
Here are some ideas.
Armor:
Adds Hp to whoever is wearing it.
Hats/Helmets, too.
Akimbo:
Dual wield single handed weapons, (Pistol, Uzi, Grenades, ect.) Makes characters fire faster, but less accurate.
Fireproof:
Fireproof armor
Fireproof walls
Fireproof everything
Rivers/Streams:
Make crops grow faster, can't travel through it though.
Applet Bush:
Another source of food.
Done!
Electrical cord extension: like power conduit, except you can place objects on top of it, and it easily short circuits when outside.
Crysknives.
One thing, Maybe to adding from past session that fail building, and sometimes sessions that exsite in a alternet universe of one that still going on, sounds pretty intesting
More animals - Dogs, Cows and Pigs
Windows
Farming with animals
Quote from: CodyRex123 on December 16, 2013, 08:02:31 PM
One thing, Maybe to adding from past session that fail building, and sometimes sessions that exsite in a alternet universe of one that still going on, sounds pretty intesting
what
a bonfire pit to burn raider bodies in. you can only dig so many graves.
@Straykiller; I simply put them in graves, put blasting charges near the graves and detonate. Destroys the corpses but not the graves. Expensive way of doing it but it works.
How about adding in more explosive weaponry?
-> Rocket launcher (dumbfire), Missile Launcher (guided or heat-seeking), Grenade Launcher, Mines (Step-Activated [step on to detonate], Spider [Mines that seek out a target on 4 legs], Trip [Mines that are attached to a surface with a laser beam]), Grenades (Cluster, Napalm, Flashbang, Bouncy, Sticky, Nuclear, or all the Above), Tactical Nuke Launcher, Firewall (Think Rise of the Triad), Drunk (Think Rise of the Triad), etc...
Part of this one will be cheap, the other part wont be, Fences, and prisoner labor, so you can have them grow food, i dont know about cleaning, cuase that would be dangerouse of they were to get a gun, and also having certain people to be allowed throe certain doors, would be nice, :D
Quote from: henrytm82 on December 11, 2013, 10:50:01 PM
Better descriptions or reasons for "capturing" random wanderers for recruitment would be nice. As it is, the only real option is to "arrest" them, which makes me feel like a bad guy. Like, why am I "arresting" him? What'd he do, other than wander into my line of sight? I feel like The Mayor from Walking Dead - I'm kidnapping people and then brainwashing them into staying with me, forcing them to work for me and, if need be, to kill and die for me. That feels dirty.
Maybe instead of just "Arrest" there could be another option - "Invite". Has basically the same effect, but you'd need an open "colonist" bed instead of a "prisoner" bed. It could be based on a character's social skill (or possibly even the pleasantness of the unclaimed bedroom?); and maybe the wanderer is extremely likely to agree if he's unarmed, out of food and low on health - suddenly someone comes by and says "hey, we'll fix you up and give you a place to live if you'll come join our little colony", and he's all "hell yes, I'm dying out here". But maybe he feels like he's in okay shape, and your guy isn't very social, and he passes and continues on his way.
Then you have options (the golden word!): Try again, maybe with another character with higher social. Let him go. Or, you know...be the bad guy and arrest him for "trespassing" ;)
Seems easy enough to implement - all the parts are already there, you just need to make some slight modifications to the system.
Your not the bad guy, They are tresspassing on your map turf. Thats why i arrest them. :D and i think your just complaining that you dont wanna waste time recruiting, :l
i think you should add some different kinds of defensive weapons.
a cannon that fires over walls, a sniper style one, a much smaller one that is very cheap but has the capabilities of a pistol.
Should be able to work prisoners while they are in jail by connecting a closed off area to thier cell that has a manual work job inside
missed out my example it was gonna be a farming plantation or gulag
I agree with the guy who said there should be stone walls.
A firing range so that people can practice their shooting without getting killed.
after doing some test games I have to say one thing i would really like to see more easy is the psychological review of the characters.
Would it be possible to define some threshholds for values like Fear, Happiness and Loyality and summ them up in simple "smilie" icon, that appears next to a character when you hover over with the mouse or select one?
So this would give a first indication if the colonists are fine or need more attention.
Bring back killing animals for food. Give us more reasons to actually keep nobles and assassins instead of selling them into slavery.
Non letal weapons for defense so you can change raiders into a resource and sell them into slavery.
If Rimworld had 1280×720 and 1366×768 options, it would make recording for Youtube a lot easier. Thanks.
A way to get two flies with one stone.
make another electric generator that runs on biomass and is able to process human remains. Chuck the raiders in there and charge those batteries. No graves needed, no dumps, just a quietly humming generator that converts the biomass into electricity.
here's one: domesticated muffalo
here's another: like starcraft, if you press ctrl-number you assign whatever is selected to that number when pressed
Not sure if this has come up before, but I'd love to see a toggle button on doors that let us set them to "Remain Open". Would be really handy to have on doors you normally want to stay open, but have to base segregation when being attacked.
I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.
It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P
How about a pet squirrel (or boomrat?) to increase happiness?
A boomrat as a pet? What happens if you accidently step on it? Would it blow your foot off from the resulting explosion?
I see that rain is only visible in unroofed areas. Why don't we make fog the same way? It's kind of annoying, I can't really see anything inside my roofed buildings without zooming in.
Don't know if anybody has said this yet but i would love to be able to group my colonists together so i don't have to go clicking on every single one of my colonists to find out who has the weapons. Also why not add a watchtower with a searchlight to help out during the night if you get attacked maybe have the light cost around 200 300 energy per tower and costs maybe 150-300 metal.
Think races would be fairly nice who doesn't love them selves some ugly/beautiful blue/green huge/tiny angry/stoic alien friends
Just for story purposes would require little in the way of actual code just new appearance for male and female and maby 2 variants of each
different starting stat values and available jobs
(one race has no social while another refuses to fight ECT ECT)
1)Hardened Reinforced Walls
Pro- Cant be destroyed at all
Con-Massive cost (4x normal wall) no power flow
2)Slower Growing/Less Food Required
Pro- Will slow down the flow of the game (crops instantly being ready makes for too much money for trades)
Con- Allows too much time to respond to emergencies
3)Solar Flare Pulses
Solar flare interruptions should be 1hr long every few hrs
and repeating for about 3 days
Pro- Cave settlements can still survive if only barely
Con-Cave settlements will be more common
4)Plague Doesn't Affect Hydroponics Or All Crops At Once
DUH!
You colonists spread the blight through walking around fields whilst "Growing." All of your plants probably contracted the blight at about the same time, so it makes sense that they would all die at once.
One hour is way too short to make solar flares even relevant.
Quote from: Sion on December 25, 2013, 03:01:47 PM
I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.
It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P
How about a pet squirrel (or boomrat?) to increase happiness?
That is a neat idea.
Would mannable gun emplacements be simple enough? Like the Sentry, but cheaper, but a colonist has to get on it, and it requires no power. I imagine it could be set up like the comm does, with a colonist getting on it.
Multiple tech levels of weapon, you know, caveman tech, medieval tech, dieselpunk, modern, near future, post-fall (relics from a time of endless war.), and transcendent tech.
A firefighting AI? Dunno how much time this would take, but I would like it if all of my colonists would drop their task (unless they are drafted, of course) and run to help with extinguishing a fire in the Home Zone. Even with manual priorities fire fighting is a problem.
Quote from: parkourwalrus on January 07, 2014, 06:32:33 PM
Multiple tech levels of weapon, you know, caveman tech, medieval tech, dieselpunk, modern, near future, post-fall (relics from a time of endless war.), and transcendent tech.
Planned already
https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
;)
- Fix job pathfinder - currently, it simply finds nearest target by euclidean distance
- Allow colonists order to walk on obstructions (as sandbags) when drafted
- 1x1 dumping area (or make it a zone, much like "Mine", "Haul things")
- Make objects with empty <Health> tag invincible
- Throw human readable error on savefile parsing error!!! - save-moding is a lot of pain these days
It's really annoying that you can't choose the powersource for your electrical objects. For example, if you put a lamp a few tiles away from a power conduit, there is an automatic placed smaller cable, but if theres also a wall nearby which isn't connectet to your network, the lamp probably will choose the wall instead of the conduit and won't function.
Absolutely love the game, even in this unfinished state. Few simple cheap ideas:
Buildings:
-Barbed wire (I really want this, my base defense needs it :))
-Firewall (expensive wall with added benefit of not catching fire when not damaged)
-Firedoor (to compliment the above)
-Perimeter wall (just a wall without automatic roofing)
-Searchlight (powerful light that lowers penalty for shooting targets in dark squares)
AI:
-priority areas similar to home area for repairing, cleaning etc. (for example to high priority on main power supply maintenance, little lower priority for perimeter defenses and lowest for living quarters)
Jobs:
-Priest (talking with one removes the saw bodies penalty and generally improves morale. Maybe whole religion thing later.)
-Wench (keeping in with theme, gives random "morale boosts". Maybe doesn't require own room? :P)
Interactive events:
-similar to current ones but with simple do that/don't do that options would add some depth and story potential for the game. Example: "You get scrambled emergency message on comms console. Respond Y/N?". Choosing no just dismisses the message and you everything continues as is. Choosing to respond to the message enters you into a coin flip. Options could be something like raiders faking emergency in search of target to raid or trader in distress who joins your colony and in gratitude also supplies you metal, food or weapons. These could be easily crowd-sourced. No idea how hard this is to implement, but sounds simple enough.
Robots:
-Robots please. Hauling bots, mining bots, repair bots, cleaning bots. Bots to do incomplex tasks. Could require some research and a scientist to manufacture them. Requires recharging.
Quote from: sldee on January 08, 2014, 08:03:25 PM
Robots
Oh yes absolutelly! Why didn't I ever think of that! We have Total Anihilations power system, byt no robots!
(looking forward to build some Peewees and show the raiders who's in charge there!)
So, this will be my very first entry in a forum. What an experience! A little word of warning: If you encounter strange grammatical formations, please don't assume anything, it's just that english is not my native language. ;) Now my suggestion:
I have maybe more of a tweak than a new idea, but i would really like to see the
- cramped environment modifier removed in small bedrooms.
While it makes sense that colonists mining in small tunnels or crawling through small hallways (two adjacent wallblocks) get the modifier, it doesnt make that much sense while sleeping. Normally you feel even more secure when sleeping or sitting in a corner. I would then suggest a
- cozy bedroom modifier
for small rooms with maybe four to six walkable tiles and a bed. The room could become cramped as soon as another colonist enters the room, and the modifier could last for a few hours.
I hope this is something acomplishable in up to four hours :D
Goodmorning everyone, I hope to write in decent English at least. Here's my 2 cents:
- Emergency Trigger: similar to Jurassic Park Operation Genesis, when an emergency occur, you can trigger the Alarm. Civilian will run into the Bunker Area, designated by the player (similar to Home Area). Soldiers and Patrol instead will be at your command.
- Cleaning Robot. Maybe expensive but a MUST for advanced colonies!
- Cleaning Robot rage. Some says that "sometimes" Robots gets mad, and start kicking ass with their broom. It's probably a joke, right?
Things i'd like to see. :-X
Would like to have a toggle, certainly on the lowest difficulty setting to turn off certain elements, eg, raiders, rampaging beasties etc. (toggles in game so you can at least have some fun when you want it) ;)
Gun turrets that actually have some use :( opposed to blowing up your entire base when attacked. (Smaller explosions? The only use i have for them is to stuff a few together after a long corridor of doors, and then kill all the raiders when they blow them up)...
Failing that different types of turret, eg, standard (pretty useless) gun, flame thrower, tesla? (ie spread lightning damage to many foes, but require high charge of electricity), etc.
A power meter? least some way of knowing how much power you have available / drain. (is it sustained power?)
Traps. other than blasting charges, anything really that can promote fear for raiders. (probably doesn't need to be as elaborate as something from orcs must die, but still have some use)
Different stances / rolls for combat (stances probably wrong term) : setting options to prioritizing how aggressive people are at least, or toggles to set them to prioritize repairing over firing back etc?
On map overview would be nice to toggle view of roofs etc on / off, to tell if you can grow in areas that you have walls around? Or having the ability to cave in parts of the roof when in mountains?
Broader research options, If there's one to stop gun turrets from exploding i'll defiantly fire all my research towards getting that!
Killing combos for high level shooting or melee. you could slow the game down matrix style and have them bouncing around taking down several enemies in a row? ::) (j/k)
Interface:
Currently the skills of the colonists are displayed as a number and a progress-bar.
I always tend to look at the large progress-bar first and then realize I have to check the tiny number next to it to see the actual skill.
To make it easier to compare skill-sets between characters with one look, I would suggest a double bar layout similar to EVE-Online.
- thick segmented progress-bar for the level, with each segment representing a level
- thin progress-bar below the level bar to show the progress to the next level.
For an example look here: http://evemon.battleclinic.com/images/evemon-app-mainwindow.png (http://evemon.battleclinic.com/images/evemon-app-mainwindow.png)
Love the game so far :)
I think thi skill displaying is fine. Try to think if it's not rather the fact, that you're used to see it differently in another game.
Two things;
Make Turrets benefit from sandbag cover. Just because a turret surrounded with sandbags looks awesome and I'll do it anyway.
Mines. Like current charges, except can be walked on, and detonate when that happens, who-ever happened to step on them - a raider, a colonist or a boomrat. Explosion radius high enough to make minefields less effective by causing a chain reaction in denser minefields when a squirrel happens to walk over it.
Quote from: Darker on January 13, 2014, 09:25:10 AM
I think thi skill displaying is fine. Try to think if it's not rather the fact, that you're used to see it differently in another game.
I think its fine the way it is right now as-well.
Hello everybody! Bought the game maybe a week ago and already spent a few nights in it without sleep...
I have a problem with differentiating between my colonists. Since my first language is not English I have trouble remembering their English names so I always forget who does what. If it is simple to implement I would like either a visual indication(like a miners cap or scientist robe or farmers hoe) or a small text nickname I set that would replace their name on the map or at least preface it in the priorities menu. I would prefer the second option because I could constantly change it to my liking. For example after each battle I need to search every colonist because I can't remember which one was the best shooter to give him the R4 Charge Rifle that just dropped from the raiders. Or when a shuttle passes by I always forget which one has the most social skill points. I tend to remember him/her by the first letter of their name: "oh look a shuttle! V! Where are you V?!" Feedback on this would be welcome!
+1 to damnedsky's idea.
Nicknames would be great to have and probably not all that hard to implemment.
One thing I wanted to see is adding bodies to ships that crash, I find it kinda odd that a ship would only contain, either, food, metal or a single person so I think some bodies would fit well, also make so that they are burning.
And I'm fairly sure someone already suggested zombies, but I'm saying it again because I would like them to be a random event.
Something crashes into the planet and there are bodies all around like they would with the previous suggestion, when your colonist go to pick the stuff some of the dead start to move and it turns out they are zombies.
Make so that a dead body can burn for a long time, this way the player can't just wait a few for the bodies to become ashes.
I also didn't see a single melee weapon, every raiders group from other places I remember has some lunatics that wield axes.
Maybe making a melee weapon can be quite easy, use the same template for the other guns, but make the range for the weapon be small and have a high chance of hitting, put a custom picture+sound for it and you have a melee weapon.
Quote from: damnedsky on January 14, 2014, 07:44:55 AM
Hello everybody! Bought the game maybe a week ago and already spent a few nights in it without sleep...
I have a problem with differentiating between my colonists. Since my first language is not English I have trouble remembering their English names so I always forget who does what. If it is simple to implement I would like either a visual indication(like a miners cap or scientist robe or farmers hoe) or a small text nickname I set that would replace their name on the map or at least preface it in the priorities menu. I would prefer the second option because I could constantly change it to my liking. For example after each battle I need to search every colonist because I can't remember which one was the best shooter to give him the R4 Charge Rifle that just dropped from the raiders. Or when a shuttle passes by I always forget which one has the most social skill points. I tend to remember him/her by the first letter of their name: "oh look a shuttle! V! Where are you V?!" Feedback on this would be welcome!
Its already being added, realize that the current art assets are just placeholders, in the next version this actually has been implemented already.
Quote from: Untrustedlife on January 16, 2014, 01:59:23 PM
Its already being added, realize that the current art assets are just placeholders, in the next version this actually has been implemented already.
I just read this article (http://ludeon.com/blog/2013/12/rhopunzel-in-the-house/) on the DevBlog... I'm so derp... Can't wait to play it!!!
Quote from: fade2po on January 11, 2014, 05:36:01 PM
Things i'd like to see. :-X
Would like to have a toggle, certainly on the lowest difficulty setting to turn off certain elements, eg, raiders, rampaging beasties etc. (toggles in game so you can at least have some fun when you want it) ;)
Gun turrets that actually have some use :( opposed to blowing up your entire base when attacked. (Smaller explosions? The only use i have for them is to stuff a few together after a long corridor of doors, and then kill all the raiders when they blow them up)...
Failing that different types of turret, eg, standard (pretty useless) gun, flame thrower, tesla? (ie spread lightning damage to many foes, but require high charge of electricity), etc.
A power meter? least some way of knowing how much power you have available / drain. (is it sustained power?)
Traps. other than blasting charges, anything really that can promote fear for raiders. (probably doesn't need to be as elaborate as something from orcs must die, but still have some use)
Different stances / rolls for combat (stances probably wrong term) : setting options to prioritizing how aggressive people are at least, or toggles to set them to prioritize repairing over firing back etc?
On map overview would be nice to toggle view of roofs etc on / off, to tell if you can grow in areas that you have walls around? Or having the ability to cave in parts of the roof when in mountains?
Broader research options, If there's one to stop gun turrets from exploding i'll defiantly fire all my research towards getting that!
Killing combos for high level shooting or melee. you could slow the game down matrix style and have them bouncing around taking down several enemies in a row? ::) (j/k)
It seems to me you just want the game easier. Which is funny because once you get to a point the game gets extremely easy already just build a thing to contain the raiders when they attack. (I forgot what it is called, but once you have one of those you can kill raiders super easily because they go there, get shot a bizillian times, get blown up then die, or you can ave a giant minefield to kill them, which is just as effective)
If you don't want raiders or anything play on phoebus friendly (that is what she is there for)
Also you can see how much power you have by simply clicking on the solar panel/generator or the item that is using power.
Water:Colonists need this to survive, they cant just eat nutrient paste!
Cheap ideas:
- Water as mentioned earlier (lakes/rivers/ponds etc).
- Shrapnels from grenades (only damaging soft targets)
- Trenches/foxholes
- Ability to shoot flares into sky during night. Maybe when there all the powers are out and raiders are rushing in. Alternative way to light out the field.
- Ability to brew beer. That could have some boost on happiness (for some...or make them even more aggressive/depressed) for a while and decreasing shooting/melee skills.
- Trees
- Randomised cloud shadows/tumbleweeds. Gently passing by the map.
I think a cool idea for some of the colonists that are just soldiers have a "guard mode". When you have some colonists like assassins they can only "firefight" making them not really useful for everyday activity. But sometimes when raiders land and still need some time to build it would be cool for a guard mode. It could just be the colonist would stand guard somewhere looking for threats. if it fired you would just get a little alert, when he/she got hungry they would just go eat and a little message might pop up saying "guard left post" for when they went to eat, or sleep.
Let me know what you think. Thanks
A target or shooting range type of thing for colonists to raise their shooting skill in between fights with raiders. Right now, all that would really need to be done is to take a colonist model, make some small change to the skin (maybe put a red X across their torso), and make it unresponsive to stimuli, and immune to hunger/rest.
A campfire : serves as a light source, cancels the "slept ouside" for nearby sleeping spots but has a small chance to set fire on them.
Am back, with one more suggestion, Which i also dont really know how cheap it is but whats in the game makes it sound doable, so i want to have a certain person in the game allways controlled, or someting like DF's adventure mode, thats all am looking for, but the adventering thing needs some other place then here
I just started a thread titled "Separate cleaning/firefighting zones". It seems likely it would be fairly cheap, since it's a separation of two things that are already in the game.
http://ludeon.com/forums/index.php?topic=1738.0
Quote from: CodyRex123 on January 25, 2014, 10:30:44 PM
Am back, with one more suggestion, Which i also dont really know how cheap it is but whats in the game makes it sound doable, so i want to have a certain person in the game allways controlled, or someting like DF's adventure mode, thats all am looking for, but the adventering thing needs some other place then here
*add a adventure mode*
Yep, cheap..so very cheap
-_-
You realize how much time it takes to implement entirely new modes to a game? A very long time.
(I know this, as I am a programmer)
Currently, lamps only have two modes : on & off. What if they also had:
-energy saving mode: only turn on when ambient light is below a certain amount.
-timer mode: lights are put on a time interval.
a third mode would be cool as well (but not as cheap as the other two):
-proximity mode: turns on when something moves nearby.
just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement
-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens! (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character
I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-
Quote from: Dormeur on January 28, 2014, 06:30:57 PM
just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement
-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens! (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character
I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-
The dev has stated that aliens (non-human/non-transanimal) will NEVER exist in the game.
Right now, we need anything but new defenses, once you get to a point you are litterally invincible (obviously this isnt something that sits well with the dev and he is adding more variety of attacks before new defenses.)
by new defences, I didn't mean to make the game easier but to add some choices to make (the landmine field gets a little boring after a while), I'm fully aware that you can now get to a point when you are invicible (which is a bad thing in my opinion), I meant some defences that you need to replace after every combat or that you use just before the combat, in order to have a more dynamic way of defending yourself, because the same tactic won't work everytime, I thinck that "scorched earth tactics" can be very fun to use if implemented in a game, there are so much things you can make with fire in terms of defences with big draw backs like losing control of the fire, or not beeing able to use this tactic when it's raining. I almost thinck that the mines are too powerfull in the game, maybe they need to be more expensive, or make them explode at some random times. It could also be fun for the raiders to use dynamite to dig trough your defences and attack you from a weak spot.
1. Research to create a fire extinguisher to more easily put fires out.
2. Actually being able to use meds
3. Specific doors for jail cells
4. Different areas besides just home. Such as a Prison area
5. more research for turret upgrades
6. allow animals to be used as a food source
7. allow prisoners to be sold to slave ships
8. create more resources besides just metal. Such as wood or lumber
9. create mines/mine fields
10. allow colonists to have children
I don't think we need separate types of metal such as metals and than silver or whatever. just keep it as metals and precious metals as that would make things simpler.
:)I hope this is what you mean by not extream
*Speed position:It maes you walk 3x faster
or instead of the spead postion you can do this
*Speed tile: makes you walk 3x faster but when you get off the efect last for 10 more secounts
can you please add at leaste one of these, Thankyou
Quote from: Dormeur on January 28, 2014, 06:30:57 PM
just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement
-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens! (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character
I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-
I like the idea of bear traps something that hurts (over time) and immobilizes but won't kill instantly.
The fire wall can be beaten from being dangerous by adding tiles behind it but not a horrible idea just too easy
The trench/barricade is a good idea, specifically the trench which I see as something like the sand bags with a little better cover.
I do like the mini quest idea a "free" item with a great possibility of failure therefore hurting your colony overall.
I have seen the idea of buying off raiders presented before but not certain on it's overall response although I have seen someone with a former job of combat negotiator in the alpha so it may be a viable option.
Progressive traits in terms of how a person thinks is good in my book but each one should also impact something else just as it gives a boost to that one thing.
Cheapest idea ever: Change the envelope icons, so that different kind of news have a different icon. Specially the Raiders, should have a distinct icon that screams "DANGER DANGER DANGER".
Collapses, fires, etc maybe slightly less, but still noticeable. Environment effects (eclipse, solar flare) could have a simple icon of a sun or moon or something.
So far I've only got a single idea that I've noticed.
Make fog alter the light level (and thus alter the energy output of solar arrays) - just like in reality, on a cloudy or foggy day the energy output on a solar cell is lower as the sun is obfuscated.
1. Some kind of display showing whether or not, and how many, colonists are currently recruited as soldiers would be nice.
2. At times, I've turned off my nutrient dispenser to save battery power, only to have a colonist suffer a mental break because I forgot to turn it back on. When food is tight, it's possible that all the colony's food is bound up in the hopper (I think that's what caused the break), so some kind of reminder that important buildings like Nutrient Dispensers are offline would be very helpful.
- Colonist names underlined in the colony/jobs window while they are drafted.
- Floating point prices for commodities with final cost rounded up to nearest whole silver, and rounded down when selling. For example, buying 12 food at 0.8 silver each from a farming merchant for 10 (9.6) silver.
- Allow a colonist with doctoring job to heal an incapacitated colonist (on the field or in bed) once per day using 1 medkit to heal for 5-30 HP depending on medical skill level. Give a "healing" thought for +5 happiness that lasts for 1 day.
- Use hours instead of days for measure of thoughts' durations when they are less than 2 days remaining.
- Increase maximum stack size when a commodity stack is in a stockpile. Supposedly things in a stockpile would be more organized and allow for more efficient use of space.
- A few more colour's for carpets. yellow, orange and purple would be great. Dont forget Taupe...taupes very soothing.
A few more.
- Allow reserved tasks to be overridden by closer colonists. Say a fire breaks out with one colonist next to the fire and the other colonists across the map hauling things. Since firefighting is priority one, they almost immediately try make their way to the fire, but the one colonist already finished beating out one tile of fire and can't fight the rest, which is burning down valuable furniture. Since the one colonist is there available to fight the fire, he should be allowed to override the task reservation of the other colonists to prevent as much damage as possible.
- Alternatively, allow multiple colonists to work on the same task on the same tile/entity (with some exceptions like research, equipping, hauling, etc.), like how multiple wardens can be talking to one prisoner at the same time.
- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.
- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.
- Prevent a task prioritized by the player from being interrupted by the colonist's job priorities or needs. In Alpha 1, a hungry colonist constructing a nutrient paste dispenser will stop building it and try to eat raw food after the player told them to prioritize building the dispenser.
- A constructable and unrepairable target dummy you can order drafted colonists to shoot at or melee attack, to help build their skill levels. Perhaps 1000 HP or so, and passable-only.
- Make circuit fault events require a wall to be at ~60% HP or less to happen. My repair team keeps these walls pristine and they suddenly can't explain why there's a big hole in my armory.
I wasn't able to find it while searching (though I did find the 'seperate firefighting/cleaning zones' thing).
Prioritised home/cleaning/firefighting zones, like the prioritised stockpile/dump stockpile zones except for cleaning/firefighting.
e.g. You have buildings you want to be kept clean, but you'd also like the outside of your base kept clean too, so prioritise cleaning the inside of the buildings before the outside (as I have colonists cleaning random bloody messes on my outer perimeter).
Same thing would be done for firefighting, could the code be recycled for stockpiles and instead of setting the zones to 'store these materials here by importance' set it to 'do these tasks in this zone by importance'.
Then if you so wished you could leave a fire blazing in a certain zone (as fires are useful for cleaning up dump stockpiles) while you tended to more important cleaning/fire things in another zone.
(As a side note, I don't think this second part would be 'cheap' but a negative status effect for being near something that's on fire (especially if it's corpses/buildings) due to the smoke and pollution you're creating).
EDIT: Another thing - maybe a notification when a ceiling collapses that tells you if a person was actually killed by the collapse, as sometimes I have warnings of collapses (eg, I cause a LOT of collapses) but sometimes a person disappears and I don't notice right away as all the warning says is that 'this person was hit' but not 'this person was crushed to death'.)
I'd love to be able to override someone's "reservation" of a task though the right click menu. If there's a fire next to Alice, but Bob from across the map has decided to come fight it, if I select Alice and right click on the fire, it tells me that Bob's on his way to do it, but doesn't let me say "No, I'd like Alice to do this instead" which would be really nice in emergencies.
Right now I'm resorting to finding Bob, drafting him, then going back to Alice, telling her to fight the fire, then going back to Bob and undrafting him, all while paused. It works, but boy oh boy is it a pain.
Babies and booze
Those lovely pictures for the narrators? Put them in the messages, so the art gets used more and the emails feel more personal and less cold.
Quote from: fade2po on January 11, 2014, 05:36:01 PM
A power meter? least some way of knowing how much power you have available / drain. (is it sustained power?)
This would be nice.
It would be nice if you pressed 'h' key and it would auto return you to your home location on the map.
The ability to forbid things from interaction. For example, a lot of structures deteriorate over time but often I'll colonists running of to repair them when I would rather have a million other things done. Could you let us say... forbid chunks of a wall? They would be ignored and wouldn't get repaired until the forbidden flag is removed.
Some more cheap(ish?) suggestions:
- Walls that don't have power conduits, are cheaper to build, and don't degrade as quickly.
- Some way to designate areas as unroofed. (Edit: just saw this is already in the change log for next release! yay!)
- Research that unlocks longer range and/or higher damage turrets, either as unique things (like blasting charges and hydroponics tables do now) or upgrades (like turret cooling does now)
- Double doors, or allowing side-by-side doors.
A vault building that stores silver/currency and can be linked to the launch pad. I have amassed a huge amount of silver in around 120 days and the stockpile I have set just for silver is about 1/4 the size of my colony. It looks like I am creating the rimworld version of ducktales.
Also on the same note maybe research in inventory management that will allow you to make larger stacks. Maybe research into wheelbarrow or some space version of that so people are not moving one rock at a time like cavemen that can also fly spaceships.
I'm liking a lot of these recent suggestions, very practical minded.
Quote- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.
- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.
These are going on the investigation list; they're borderline bugs as it is.
Have cooks make premade meals and store them in a stockpile. This would allow your colonists to eat meals when there is a solar flare, an eclipse, your nutrient paste dispenser exploded (electric shortcircuit), or the dispenser has no power. This causes your colonists to use up less food during these instances and avoid the larger debuff from eating raw potatoes.
You could set it up so that the cooks will only make premade meals IF and ONLY IF there is storage space available for cooked meals. So they won't make any meals if all stockpiles are listed as "not accepting" meals. And as colonists will default to eating meals now, colonists will go to the stockpile for their food when the hoppers run out.
Quote from: palandus on January 31, 2014, 11:12:54 PM
Have cooks make premade meals and store them in a stockpile. This would allow your colonists to eat meals when there is a solar flare, an eclipse, your nutrient paste dispenser exploded (electric shortcircuit), or the dispenser has no power. This causes your colonists to use up less food during these instances and avoid the larger debuff from eating raw potatoes.
You could set it up so that the cooks will only make premade meals IF and ONLY IF there is storage space available for cooked meals. So they won't make any meals if all stockpiles are listed as "not accepting" meals. And as colonists will default to eating meals now, colonists will go to the stockpile for their food when the hoppers run out.
+1 good idea. I did notice the stockpiles have an option for meals when I drafted someone who was holding a meal, they dropped it and someone hauled it to a stockpile.
- Adding to my previous suggestion, have medical skill influence the rate that an incapacitated pawn takes damage while being rescued or captured. For medical skill level 0-4, cause damage rate to increase (inexperienced medics cause more harm than good), and at medical skill level 20, no damage at all.
- Make raiders prefer to shoot at colonists firing at them, rather than at colonists attempting to rescue others, until there are no other targets in the area. Someone shooting at your team should be a bigger threat than someone dragging their friend out of a firefight. Unless of course they've got a totally cruel leader.
- Make colonist rescues automatic when a colonist is given the doctor job.
- Not sure if this is a bug, but colonists need to be able to put out burning colonists that are outside the home area.
- Have fires leave behind ash that fades away in time on terrain, or burn marks on man-made flooring that can be cleaned by colonists.
Quote from: Shaithis on January 31, 2014, 03:45:20 PM
The ability to forbid things from interaction. For example, a lot of structures deteriorate over time but often I'll colonists running of to repair them when I would rather have a million other things done. Could you let us say... forbid chunks of a wall? They would be ignored and wouldn't get repaired until the forbidden flag is removed.
For that you might be interested in setting manual priorities in the colony window. I usually just untick the job from every colonist if I want other things done for the short term.
I don't know if this has been brought up but I was thinking that the sleeping spot needs to have the enjoyment reduced. An outline on the ground gets a 8/10 while a bed is 10/10. I would think some ground outline would be more like a 2 or 4. Maybe have outdoor sleeping spot be a 2 while an indoor is a 5 and a bed is a 10.
- Corpses decompose when buried or if not used.
- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly)
- Sell waste, corpses, rubble and debris. (could pay to have them removed)
Quote from: Paul_Wortmann on February 01, 2014, 09:49:06 PM
- Corpses decompose when buried or if not used.
- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly)
- Sell waste, corpses, rubble and debris. (could pay to have them removed)
Soon you will be able to eat corpses, so, no need for an incinerator...:P
Towers! They would be metal watchtower-like constructions that people can climb into to boost range and sight, and to give them a protection boost. If the tower collapsed with a person inside, they would take lots of damage
Quote from: Untrustedlife on February 02, 2014, 02:04:13 PM
Quote from: Paul_Wortmann on February 01, 2014, 09:49:06 PM
- Corpses decompose when buried or if not used.
- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly)
- Sell waste, corpses, rubble and debris. (could pay to have them removed)
Soon you will be able to eat corpses, so, no need for an incinerator...:P
Soylent Green is PEOPLE!!!!
upgradeable solar panels (more futuristic, current ones are current age looking), upgradeable beds (sleeping pods)
"Alien Artifact" discoveries when mining rock. Cheapest Ideas version will probably be a weapon with some kind of cool stats (BFG 9000 please!). Add on a raider attack to steal the gun maybe.
More expensive version would be a building blueprint or cryogenically frozen alien that joins your colony.
An event like the one that drives all the squirrels mad, but that drives the Muffalos mad. (Please allow turrets to fire at Muffalo first though)
Tasergun - a short ranged weapon that incapacitates an enemy for capture.
Grenade Launcher - the same damage as a frag grenade but with a slower reload time and longer range.
Different Turrets -example Sniper Turret(long range long reload), Shotgun Turret(Short range high damage) Etc...
Guard Post - a place where you can set up a guard shift/roster for permanent military personnel to keep watch.
Imperial Tax - An event where your colony is contacted by an imperial Tax Collector and you can ether pay the tax or resist and they send some marines to "convince you to pay".
Personnel IDs - Doors only accept a person who has a key card to fit that door. Example- Only people in the military can enter the door to the Armory or only a farmer can enter a hydroponics room.
This thread is a brilliant idea, I wish more game developers did this!
- I keep missing messages. I'm well aware this is my fault, but I'd love to see an optional (could be enabled/disabled in the menu) way of making messages more evident. This could be the mail icon flashing, the message opening immediately and pausing the game upon arriving, or even just adjusting the volume or length of the alert sound. I think of all 3 ideas, I'd prefer the second, but something would be nice.
- A keyboard shortcut for cycling colonist descriptions/menus. If you want an example, look at another Kickstarter game, Timber & Stone. In Timber & Stone, "[" and "]" cycle through all members of your settlement, automatically pulling up the first menu, and then F1-F4 pull up the different menus available for the settler. This would be really convenient if I just want to flip through and compare colonists' skills, overview colonists' thoughts, etc.
Quote from: insanityfarm on February 03, 2014, 04:30:03 PM
This thread is a brilliant idea, I wish more game developers did this!
- I keep missing messages. I'm well aware this is my fault, but I'd love to see an optional (could be enabled/disabled in the menu) way of making messages more evident. This could be the mail icon flashing, the message opening immediately and pausing the game upon arriving, or even just adjusting the volume or length of the alert sound. I think of all 3 ideas, I'd prefer the second, but something would be nice.
- A keyboard shortcut for cycling colonist descriptions/menus. If you want an example, look at another Kickstarter game, Timber & Stone. In Timber & Stone, "[" and "]" cycle through all members of your settlement, automatically pulling up the first menu, and then F1-F4 pull up the different menus available for the settler. This would be really convenient if I just want to flip through and compare colonists' skills, overview colonists' thoughts, etc.
I've seen 1a lot; I'll look into it.
Quote from: Tynan on February 03, 2014, 04:35:11 PM
I've seen 1a lot; I'll look into it.
Thanks for the quick response, I appreciate it! Yeah, I've lost colonies due to not realizing that raiders had landed.
Also, it's possible that this is already possible, and I've just missed how to do it, but:
3. Ordering a military-drafted colonist to unequip a weapon and set it in a certain place. So far, equipping a specified weapon has been easy, but I haven't been able to figure out a way to say "go put your Lee Enfield rifle back in equipment slot where you found it", etc.
Quote from: insanityfarm on February 03, 2014, 04:40:07 PM
So far, equipping a specified weapon has been easy, but I haven't been able to figure out a way to say "go put your Lee Enfield rifle back in equipment slot where you found it", etc.
Select and right click him to make him drop it on the spot. Select and right-click the equipment rack to make him deposit it there. Unless there's a bug, these should work.
Quote from: Tynan on February 03, 2014, 04:43:17 PM
Select and right click him to make him drop it on the spot. Select and right-click the equipment rack to make him deposit it there. Unless there's a bug, these should work.
Ah, I probably missed it, sorry for the chain of posts in the Suggestion board.
Another one:
4. A quick way to check your current storyteller. At one point, I was unsure which storyteller I has picked, I couldn't find any way in the UI to check the storyteller. Perhaps listed in the save descriptions, in the Escape menu, or something else entirely?
Quote from: Tynan on February 03, 2014, 04:43:17 PM
Quote from: insanityfarm on February 03, 2014, 04:40:07 PM
So far, equipping a specified weapon has been easy, but I haven't been able to figure out a way to say "go put your Lee Enfield rifle back in equipment slot where you found it", etc.
Select and right click him to make him drop it on the spot. Select and right-click the equipment rack to make him deposit it there. Unless there's a bug, these should work.
I usually just right click on the equipment rack with the person already selected and click "store pistol in equipment rack". It would be nice in the future to reduce micro managing if weapons could have assignments like beds or some way that they would know to suit up for battle without me having to click every person and choose what gun to pick up individually.
Quote from: ApexPredator on February 03, 2014, 05:44:46 PMI usually just right click on the equipment rack with the person already selected and click "store pistol in equipment rack". It would be nice in the future to reduce micro managing if weapons could have assignments like beds or some way that they would know to suit up for battle without me having to click every person and choose what gun to pick up individually.
I just have my colonists carry their weapons at all times. I don't know who started the rumor that colonists don't like carrying weapons, but I see no evidence to support it. Anyone can write in a wiki.
Currently prioritizing construction seems to require (depending on how far along the construction is) more than one order to prioritize it for it to get finished.
For example, ordering a colonist to prioritize construction of a newly placed blueprint results in them carrying some metal to it and then wandering off, rather than completing the construction. They then have to be ordered to once more prioritize the construction before they will actually build it.
Perhaps implementing a priority queue of tasks for each colonist, which should probably be lower priority than eating/sleeping/firefighting (configurable?), but higher priority than tasks they have not been specifically been ordered to complete, would allow colonists to carry out prioritized orders even when interrupted or when their attention is temporarily required elsewhere.
unrelated suggestion:
A menu which lists all people currently on the map, their affiliation (colonist, neutral, raider/hostile) and the ability to jump to them. That way it is easier to find people who are walking through.
Showing the associated skill values for the tasks on the overview screen would be really useful. As a tooltip, probably.
I realize the grey background shade relates to that already, but a bit more detail would be nice.
I find I'm constantly opening and closing the overview window so I can see the stats of the currently selected colonist, and set the priority levels. Then moving on to the next colonist, repeat. It would be much easier if I could see the skill values from the same screen.
Successfully recruiting someone, or having a random traveller decide to join you, needs to be called out more obviously. The messages are too easy to miss in the heat of the moment, and their default priorities for work they'll do seems to be quite limited.
Hey guys, just been reading a few of these suggestions, some really interesting things being posted :)
Most of the following suggestions, apart from one are already somewhat implemented features in the game, I'm just suggesting expanding their uses somewhat, if it doesn't mean breaking the gameplay ofcourse. With this in mind, here are my cheapest ideas.
1) Minefield Zones/Blasting Charge zones
Personally I've found a much greater use for Blasting charges as makeshift mines, rather than blasting away rocks. With this in mind, would it be a feasible idea to create a Zone based on this function? You build XX amount of mines in XX distance to each other, place a Zone over it. This Zone would allow you to dictate how the charges should detonate, user-input(how it is now), proximity, or timed. Whilst also having the option of defining who can trigger the bomb (Colonist, stranger or animal).
Attacking forces, or any other target would walk right through your minefield, and depending on your parameters, would detonate accordingly. Ofcourse this nerfs the effectiveness of Raider parties, but as a counter-balance to this, have the AI-Storyteller (Since they can already watch your gameplay) "Notice" that you have made use of minefields, and instead equip raiders with long range weapons (M24 for example), this would negate some of the need for the raiders to approach, otherwise this system could undoubtedly squander any sized attack.
2) Z Levels.... kinda
I know this has been mentioned in this thread before, and also on the Kickstarter page, however I'm not thinking of Z-Levels in the traditional sense.
How about the addition of Guard Tower buildings? A fixed elevated position that only drafted colonists can use. It should raise the colonist to "roof top" level, and in doing so should give some added bonus', a little like the sandbags.
Once the colonist is in the tower, he/she would have a bonus on accuracy and range, however have a negative effect on cover, meaning they're more accurate and long range, but are more susceptable to enemy fire & grenades. There should be no freedom of movement in this position, (which is why I said drafted colonists only), a sentry simply stands there until you decide to give him a break or he has a mental break down, and should have an arc of fire of about 130 degrees, give or take.
A little twist on this idea would be Sentry Towers, the same as before only occupied by sentry guns, the same effect should apply, longer range and higher accuracy vs vulnerability.
3) Layered defensive stats
http://www.youtube.com/watch?v=KIcSCzslNas
Pretty much what I was saying in my video, you see how I have my sandbags layered like that? I'm not sure if this mechanic is already in the game, or if it ever will be, but I thought I'd explore in that direction anyhow..
Basically the first layer of sandbag produces 60% cover benefit already, however if I built a second layer, could this offer another 15% or something to the overall benefit? With rocks providing an extra 10%.. I'm thinking of entrenching defences and so on.
I know most of the things I posted are regarding defensive features, main reason being that's what I have the hardest time with. (Because I'm a noob! lol)
Most of the ideas I've come up with may or may not be useful, but I thought I'd post them anyhow :)
Thanks for reading
//..Tony
Current functionality: The mail icon is used for all kinds of messages (raiders, trading vessels, etc.).
Suggested Change: Use meaningful icons instead. Stick figure with a gun for raiders, green ship for farming vessels, blue ship for trading vessels, black ship for slave vessels, stick figure with x's over eyes for crash lander, stick figure with a backpack for wanderer, etc.
Current functionality: When 2 or more colonists are idle (or needing a break from soldiering, or about to snap) and you click on the text telling you this, it centers on one of the colonists only
Suggested Change: Have multiple clicks toggle between the different colonists
Quote from: Galamann on February 05, 2014, 04:48:05 PM
Current functionality: When 2 or more colonists are idle (or needing a break from soldiering, or about to snap) and you click on the text telling you this, it centers on one of the colonists only
Suggested Change: Have multiple clicks toggle between the different colonists
Also the same problem with "Disconnected buildings" message.
I apologize if this has been mentioned before. Two quick ideas:
1) Check all/ Uncheck all box in "Overview" box.
2) A way to cycle through all your characters when you are inspecting one.
Let's say I want to research something. How do I know who has the highest researching talent or best shooting skill? I have to individually select each person. Why not just select one person then be able to cycle through them all. I think this would be a great feature and shouldn't be to hard to implement.
Great game! Keep up the good work!
I have noticed that the abilities are colour/brightness encoded already ie black square= very poor at task, white is good at task and yellow is GREAT at task
hmm cheap ideas..
how about
1)different areas (example: you may choose to explore more of the planet and create new towns and trade routes between them) seems like more than a cheap idea in a way but ill just toss this out there anyways
2)vehicles (example: tanks, mechs, jeeps etc)
3)trenches for defensive purposes (you would need to build a platform along the edge for your colonists to shoot on (as if they have to step on it to look over the top)
4)renewable resources maybe something that can replace(or is better than) metal when you go into the late game like a carbon fiber or something sci fi ish and you can only find it by exploring different zones around the planet and will have to build a special and costly factory to manufacture it(works with idea #1)
5)forests so you can get access to different woods and stuff (iron bark?)
6)hostile towns and bases
thats all i have for the moment i hope these give you some good ideas :)
not exactly the cheapest idea, but I wonder if its possible.
I for one see promise story-wise from the artificial interactions between colonists.
The traits will go a long way towards this (such as putting a prisoner who's claustrophobic and goes berserk in a tight cell is a bad idea if you failed to notice that).
Anyways, I was wondering if the social element of the game could include their own styles of government? such as someone elected or assuming the role of leader. Could be Social and Tenure dependent and perhaps a mix of other useful things. Might cause some interesting clashes within the community if there are rivals for leadership and different factions supporting them dependent entirely on the random daily social interactions and perhaps similar skills. Or perhaps if there are 2 or more recognized leaders, they may want 'wants' such as more power or more rooms or more plants or higher shooting skill average, and your decisions as a player decides who gets what, and those who are disappointed get sour. Those who support said leader would also be affected.
I feel the missing dynamic so far beyond traits is the capability of the colony to rip itself apart, not just failing to survive a rimworld event. If you want a good story, you need good drama from good characters, and people's petty one-sided interactions with each other with their own reasons are the best drama there is.
However, I recognize this isn't cheap by any means, and traits by themselves will give plenty of interesting drama. I just feel the need for a little more oomph from that drama. Just food for thought after traits are in I guess.
I assume this is cheap, but maybe it isn't. In any case, I suggest getting rid of the Home Zone option and adding Firefighting Zone and Cleaning Zone options in its place.
I suggest this because the Home Zone is sub-optimal: areas containing long sections of power conduit are vulnerable to fire, but aren't always places that need to be cleaned. It would be nice to have my colonists set up to fight fires along these vulnerable areas without also wasting the time of colonists on cleaning duty.
Here's another cheap/easy idea:
Add DRAFT to the Overview command
It's a pain to have to individually select every toon whenever raiders attack.
One more... sorry. This one won't be as easy.
What is the purpose of the game? What are we trying to accomplish?
I propose the end game is building a spaceship and getting off the planet! There may be better ideas out there, but it's one possible solution. :D
Quote from: Thunder1 on February 04, 2014, 02:33:26 AM
Quote from: ApexPredator on February 03, 2014, 05:44:46 PMI usually just right click on the equipment rack with the person already selected and click "store pistol in equipment rack". It would be nice in the future to reduce micro managing if weapons could have assignments like beds or some way that they would know to suit up for battle without me having to click every person and choose what gun to pick up individually.
Colonists are fine holding weapons constantly..where is this lie coming from.
I just have my colonists carry their weapons at all times. I don't know who started the rumor that colonists don't like carrying weapons, but I see no evidence to support it. Anyone can write in a wiki.
Quote from: Nasikabatrachus on February 12, 2014, 06:23:47 AM
I assume this is cheap, but maybe it isn't. In any case, I suggest getting rid of the Home Zone option and adding Firefighting Zone and Cleaning Zone options in its place.
I suggest this because the Home Zone is sub-optimal: areas containing long sections of power conduit are vulnerable to fire, but aren't always places that need to be cleaned. It would be nice to have my colonists set up to fight fires along these vulnerable areas without also wasting the time of colonists on cleaning duty.
I agree with this. I often end up creating an outer "castle wall" that separates my home from the rest of the world and gives the raiders a specific path to take. However, I often find that firefighting along that wall can be as dangerous as the raiders, since there's so much material that can burn out there. What I usually end up doing is using a LOT of metal to create a 2-block concrete firewall outside the perimeter wall, and then setting that to "Home" (along with the wall itself). Unfortunately, this also sends my colonists out on cleaning missions, usually right about the time that raiders are in the area. Being able to separate have separate cleaning and firefighting zones would be a +++
As raiders come, you stockpile gun and they tend to take far too much space. A weapon rack the size of the bed can only hold 2 handguns???
Change to weapon racks - they hold up to 4-6 weapons of a single type.
A single rack only stores one type of weapon. Maybe it's just 1x1 size too.
(http://rhinovault.com/weapons/weapons-expand-2-lg.jpg)
Some kind of "alert status" system to keep colonists awake without having to draft them all would be nice. Perhaps the "rally flag" suggested by DeMatt could include this functionality.
Quote from: TrashMan on February 13, 2014, 06:41:22 AM
As raiders come, you stockpile gun and they tend to take far too much space. A weapon rack the size of the bed can only hold 2 handguns???
Change to weapon racks - they hold up to 4-6 weapons of a single type.
A single rack only stores one type of weapon. Maybe it's just 1x1 size too.
I really do like this idea, and it may not be all to hard to implement seeing as values for things like food stacked are implemented so, maybe that sort of value system can be reused for weapons?
The Ability to smoothen out stone walls like you do stone flooring would be nice, plus being able to embed power conduits into stone walls would be nice as well (can't you tell I like living in the mountains :P )
Hi guys,
i have actually a problem while playing Rimworld with Slag debris and Rock debris.
Yes of course i mark Dumping Stockpiles... but later in the game u have the half map full of it!? (I also tried to shot on it or to blow it up!) ;)
So i like to suggest a recycling machine to do something with this Slag/Rock debris because after maybe 1000 days
u haven�t the place to mark more Dumping Stockpiles...
I think nice is when u get some recycled material only for trading
Because u will need an option to clean the map of Slag and Rock debris for "Endless Games"...
Also maybe a nother carakter skill: named "Recycling"? for this Job
A new thing to research to allow recycling machines.
Than for economical feeling a simple time switch clock to switch on/off different lights at day/night.
Maybe a simple building to research and 1x1 size and u can conect it to the lamps u want, like the power for example.
then u need to build time switch clocks for all groups of lamps u want switch on/off different times.
With two simple settings like: Power on at 0-12 am/pm
Power off at 0-12 am/pm
Because who let the whole day burn his lights in front of the house?
And i talk about many houses ;)
Both of them summarized can form a 1st and 2nd grade of research: named "Economical"
And it looks like a maximum for 15 or 16 colonists? At least i don�t get more.
Please lift up this number or who will clean/repair everything you build on the whole map?
The Ability to list your colonists after their skills in a nice order.
I always want to equip the best shooter with the higher tier weapon,but with 20 or more colonists this is kinda hard.
Track lighting.
Build it like carpet, adds illumination and pleasure, leaves tiles walkable.
Autosave on/off function (if this exists already then I cannot find it)
Thumbnail of map on the dimensions pop up (like on C+C games) <<< might not be cheap enough but not worth new topic.
More decorative objects. Since colonists are only truly happy in rooms of 36+ tiles apparently, dressing these rooms up is a challenge. (leaving them empty with just a bed, lamp and two or so flowers is boring). Currently I'm filling them with a small table, a chair, gun rack and several flowers, but more variety and dedicated decorative objects would be nice. codewise most could be flowers without grower maintenance requirement, but with added repair and degradation.
- Bookcase (no function other than environment bonus)
- Several types of flower pot, ferns for example.
- Desk with PC or writing utensils. (behavior for using them can be added later, initally just environment bonus is sufficient)
- More colors of carpet, ideally a color wheel and ability to save favorite colors, but that wouldn't be as "cheap".
- Outdoors plants. Ability to plant decorative trees, grass lawns, flower beds. Make the outside of your colony pretty so that colonists get a mood bonus there too.
1x1 tables. Would come in handy.
A personal locker where colonists could store some items.
Also random items that may increase colonists happiness - things like mementos, clothing and similar. But these would be on an individual basis (specific colonists like specific things).
How about armor? Armor could be simple at first (e.g. a bullet-proof vest). Maybe a helmet, or boots, etc.
Or perhaps even tables of custom shapes.
Autophluorescent plants and minerals. And possibly the ability to mine and place the mineral, to create powerless outdoor dim night lights.
Ceiling mounted lights.
Perhaps blasting charges become frag grenades on tripwires? Triggered by all fauna and raiders and travelers, but not colonists who know where they are. Tripwires would allow for awesome traps. Detonate some columns and create a huge stone fall trap. Note, not proximity mines. Built separately, anything crossing a tripwire would arm all grenades connected to it.
Ability to make turrets hostile to colonists, wildlife, and raiders. Seperately, and toggleable. Hostile to colonists would apply more when scientists come with raider parties :P.
Ability to set food dispensers to colonist only or prisoner only. Same for tables.
Prisoners as slaves. Perhaps based on warden skill a pawn can bring a few prisoners with him for tasks like mining and growing and firefighting. Makes them terribly unhappy, and much less likely to join, and perhaps even take a shot at escape. They'd work slower, maybe half speed to whatever their skill level should be, but anything past the first couple skill levels of warden would get more than two slaves to offset this. Perhaps you can toggle whether or not they get whipped, increasing work speed but reducing health.
Hey this might be a nice change:
store the last location a soldier was assigned to and when one performs draft the soldier will automatically move there.
Or maybe keep drafting as it is and make a second mode (copy of drafting) called "Guard mode" and do the location storing with this mode,
this way one could assign "guard posts" separately from the normal direct fighting controls.
Didnt read everything but i guess its not big deal if this has been said before...
Bounty hunters / Law /Military ships : you could get reward for captured raiders , pirates , space marine deserter and so on ... maybe need special Background for raider to be "wanted" or maybe familly offering money to get prisonner back (reward with money / stuff / buffs)
working radius for each settler : as an example if you wanna have fews smalls colonies all over the map instead of one big (not sure if its a cheap idea)
Non lethal Weapon (shorter range i guess)
Romance ? put two settlers in a same "house" with things in their backgounds that make them close from each other and soon or late you may have to let them sleep in same room better than in separate ? (they might get buff sleeping in same room even debuff if not)
Possibility to rename your new settlers (as they are starting new life , pick a new name to start over)
Another IRL cheap idea : i saw people here saying they didnt play the game so far , maybe release a free demo with pre alpha.
keep up the good work , Rimworld is full of fun , entertaining and so promising
I played for 150 ingame Days (one game) now and here are my Ideas, what I think might be cheap:
- Raider Attacks have gone so big, my (12x12 graves) graveyard is full. Graves (and corpses) should decay over time, so you can reuse them
- a switch (or movement detector) should be researchable for lights. my base is huge and I am wasting so much power for lamps
- people should remember whom they talked to. in their character sheet you could add that info. maybe later you could implement sth like bonus-happiness if they talk to someone new or one they have a high score with
- the player should be able to make them eat. so they eat at the same time and have a nice chat at dinner
- attackers die too easy. not speaking of toughness but mortality-rate when in combat. its rather hard to get new crewmembers, if raiders have only three states: combat, fleeing and dead.
- pyre to burn corpses (raise moral?)
- possibility to tame sqirrels (so they are crewmembers, eat from the plants in the base, give happiness bonus to crewmembers) [dunno if this takes too much AI programming, but maybe not, they could stay in the homezone]
- weapons that knock out rather than kill (slingshot, teazer maybe?)
- some sort of emergency-batteries, that diconnect when full so they do not empty on short circuits
- something to do with rubble, like a converter who can make metal out of it. just like the food dispenser does with potatoes
- possibility to train someone in a feat.
- ability to make idle ppl go to the other guys and talk to them
that's what I wrote down while playing. Ill add more as it appears to me.
If some or all of the ideas were alrdy posted, my apologies.
Regards Q
Huh, so cheap stuff?
Apart from adding variety, i would like to add concept of various diseases.
in order of difficulty:
space flu - spreads quickly, mildly irritating, passes on its own
Coughing disease - nasty, spreads, needs doctoring
Red swelling - puts colonist to the bed, does not spread, need doctoring to pass
Gut rot - This one can kill colonist, does not spread, needs research to cure.
Ok, these are just basic ideas, it could easily be added several more variations.
Hope it helps
Quote from: Chromat on February 21, 2014, 08:44:14 AM
Huh, so cheap stuff?
Apart from adding variety, i would like to add concept of various diseases.
in order of difficulty:
space flu - spreads quickly, mildly irritating, passes on its own
Coughing disease - nasty, spreads, needs doctoring
Red swelling - puts colonist to the bed, does not spread, need doctoring to pass
Gut rot - This one can kill colonist, does not spread, needs research to cure.
Ok, these are just basic ideas, it could easily be added several more variations.
Hope it helps
I don't think, that's cheap, as it would require good amount of AI programming
My 2 cents on possible and in my opinion much needed features (that would be easy to implement). I'll try to motivate each item on the list as best I can.
I currently have 11 colonists running around. I can still (barely) fend off raids but it's becoming much harder to recruit new colonists due to near 100% mortality rate of the attackers. Slave traders are too rare of an occurrence to be reliable. It would be nice to be able to tag some of the fleeing raiders with a sleeping dart so that they may be captured and eventually convinced to stay (or executed). This gun may also have an application in animal taming - a system I believe is in the works.
- CRAFTABLE DRONES (not complicated, please read)
Adding drones would be a simple solution to two late-game problems:
Problem 1: Metal starts piling up in massive numbers.
Problem 2: Having to assign several workers to to menial tasks like cleaning and hauling. Corpse management is very bad for morale.
Having them lie around is bad for morale also, but moving them is not easy on the poor sod who has to do the work. Some drawbacks may be necessary to avoid having drones replace actual colonists. They can perform only most rudimentary tasks like cleaning and hauling. They have a finite battery life. The drone must recharge regularly or else it shuts down and must be hauled manually. Having too many drones would strain the power grid and entire colony would suffer. Add a new type of furniture like "Drone Station" where drones are recharged and are idle if no tasks are available. You could also add a finite range around the station beyond which the drone may not wander.
This idea might sound like a little too much but think of the ways to do it: take Colonst AI, strip most features - leave basic navigation and ability to perform 2 tasks. Recharging can be done by same code that makes colonists eat.
Basically a power conduit that you can switch on and off. With these you could manage your power much better. For example instead of having to individually select 10 lamps to turn them all off you could connect them to power through a single switch and with it control all 10 at once. Same would go for turrets which are costly to have running constantly. Another use would be cutting off batteries once they are charged so that the energy may be stored safely from shorts for later use. This would reward putting time in to planning the power grid layout.
A new kind of Security structure that does not provide much cover but damages any creature passing through it. Adds some variety when planning defenses and serves as another metal sink.
@ Timber: I thought the same (look my post two posts above) in regard to the raiders ("knock-out weapons) but thats a problem of the story teller. I now play with Randy and have 37 colonists, there is no need then for knock-out weapons or drones, as you have enough ppl to do tasks. But drones would be great for combat purposes, and that would be easy and cheap to implement too.
The switch is a nice idea, but I think it takes too much micro for the player. Seeing this game is more about makro management, I think researchable movement-sensors for lamps would be more effective.
Reghards Q
Quote from: Quaigon on February 22, 2014, 06:58:02 PM
@ Timber: I thought the same (look my post two posts above) in regard to the raiders ("knock-out weapons) but thats a problem of the story teller. I now play with Randy and have 37 colonists, there is no need then for knock-out weapons or drones, as you have enough ppl to do tasks. But drones would be great for combat purposes, and that would be easy and cheap to implement too.
The switch is a nice idea, but I think it takes too much micro for the player. Seeing this game is more about makro management, I think researchable movement-sensors for lamps would be more effective.
Reghards Q
I get the impression this game is all about the story (from reading Tynans posts) and knock out weapons would open up a whole branch of pacifist playthroughs. Plus as I said taming might be a thing so there's another reason to have them.
Drones seemed like a good idea because I thought they fit well both gameplay wise and with the general theme of the game. There's a lot for the artists to work with. You can add a lot of flavor to the game.
As for the switch - the whole point is to avoid micro managing the little lamps one by one. Story or not - this game is about building a colony and if so give me the tools to make it efficient.
I can understand the fear of self generating complexity - one of the main programming rules is actually "Keep It Simple, Stupid". But in this case I don't think it's a rational fear. I mean this is barely Minecraft redstone level we are talking about here. Hardly rocket science.
I think this could use a bookcase, its function would be to improve rudimentary skills over time (like the research table but with skills)
A building that predicts weather. Must be connected to power and may not be roofed over.
Used to connect two bases on a big map. Consumes a lot of energy.
4x4 security building that provides superb cover for the inhabitants. Grenade damage reduces bunker health. High construction cost.
These may be slated for later releases due the need for more art assets, but I think a few more facilities might help improve the lives of colonists. For example: we have agave and potatoes, a still to make booze would be useful for both medicinal and recreational use.
Also, our colonists with an artistic bent might need an easel and paints, or clay, or some other way to create items for decorating rooms and/or sale.
Right now colonists have their active task listed if you select them--would it be hard/easy to create some sort of thought balloon over their head that indicated what they were working on next? Different than social speech indicators, but some sort of mining/hauling/freaking out at the bodies laying about thought. (Be tricky to make icons recognizable at long distances, though...)
Blasting Charges should be set off by drafting a colonist and manually "lighting the fuse", similar to arresting someone. That may stop you from hiding behind a wall and blasting raiders remotely.
Love the game
I suggest campfires. RimWorld needs something like a campfire: something that serves as a light source, a means of cooking food, and a natural gathering spot, would help give the game a certain quality of "soul" it's currently lacking.
Thought of another incredibly-cheap idea, though it sorta depends on whether or not a colonist's attributes/skills can be edited after they're created.
What if something caused colonists to shift personalities? Say somebody gets shell-shocked and can't fire a gun anymore, or has a complete break and invents a new personality with new skills.
Alternatively, they find a nice shiny black monolith buried in a mountain and gain 15 research points...
Suggestion: prisoners who are starving should attempt to escape by beating down doors.
Quote
I don't think, that's cheap, as it would require good amount of AI programming
Ahh ok, true im a no good at programing.
Than simpler version of disease.
Space flu outbreak - colonists get slight penalty (to morale/tasks) and some coughing noises sound and that's it. Also it would pass after few days, variying for each colonist.
More could be added...
-there should be an option to change the storyteller AI in mid game so people don't have to start a new game when things start to get dull or if things start to get too hectic.
-during the start of the game : there should be options for randomizing character values (ie: tick boxes to choose between random gender, age, job, etc) rather than randomizing all of the values all at the same time.
-convert scraps to metal : (maybe researchers can do it, so they don't become useless in the end game)
------------------------
-when dropping stuff to complexly shaped dumping zones (ie: a singular dump zone surrounding the base perimeter), the haulers sometimes just drops the debris near the dump zone rather than inside of it. (might be better suited to bug report)
-demolishing mount everest : how high are those mountains? lol. i mined a mountain section twice a game day for several game months. i want it gone, but holy carp it's still there.. maddening.
maybe there should be indicators or something showing how high a mountain is or something, other than that misleading shadow. haha.
-anyways, that's it.
Without knowing the level of difficulty in implementing this 'feature', I would greatly appreciate the capability to Select/De-Select all Job Assignments to Colonists, whether it be in standard or Manual Priority, additionally, to be able to "Lock" the assignment of certain colonists. I find myself spending a lot of time unselecting the jobs assigned to my colonists only to re-prioritize what I need them to do. Hopefully this is an easy to implement option, and a valuable suggestion.
oops. i got another cheap idea i forgot to add.
for example : an eclipse just started and my batteries were running low. so to conserve energy i started to turn off unnecessary electrical objects. but the problem with this, is that it's too menial and 'micromanagey'.
how about if there's an option to just choose 'critical' priority objects for electricity? this way players don't have to manually turn on/off a zillion objects when their batteries are low. players can just assign priority powered objects, and these will always stay active unless you completely run out of juice.
Idk how easy these are, but here goes.
Automatic lights, outdoor lights only come on at night, indoor lights that go off when people goto bed (without negative effects ofc)
Setting that toggles 'dropped' items to be forbidden by default or not.
Just started playing last night after watching several hours of videos. What a terrific, engaging game!
Most of the ideas posted here have to do with gameplay, but I have a few suggestions for the interface itself.
First of all, it's really, REALLY hard to see weapons and other items that have been dropped. Some sort of graphical element - a dashed border, or occasional "blink" perhaps - would alert you to the fact that there is something with which your colonists can interact.
Secondly, it can get really challenging to keep up with all of your colonists. At times, when they occupy the same space, it's difficult to select one instead of the other. I would like to see a panel that lists each colonist and their current tasks, perhaps even their health status. Clicking on a name will center the character on the screen and select them. This could even be built into the existing Overview pane.
EDIT: A similar panel would be useful for buildings and equipment. I would like to see a list of elements that need to be repaired/cleaned, and a list of equipment that can be toggled. For instance, if I am running short on power, I can go into this panel and click all interior lights to "off." Again, clicking on an item name will center it in the view, so if there's something on fire I can find it right away.
Unpleasant thoughts for butchering human corpses. It only makes sense.
Quote from: Nasikabatrachus on February 27, 2014, 12:00:58 PM
Unpleasant thoughts for butchering human corpses. It only makes sense.
Yeah, good idea.
Quote from: keylocke on February 26, 2014, 08:23:52 PM
oops. i got another cheap idea i forgot to add.
for example : an eclipse just started and my batteries were running low. so to conserve energy i started to turn off unnecessary electrical objects. but the problem with this, is that it's too menial and 'micromanagey'.
how about if there's an option to just choose 'critical' priority objects for electricity? this way players don't have to manually turn on/off a zillion objects when their batteries are low. players can just assign priority powered objects, and these will always stay active unless you completely run out of juice.
I see where you're coming from with this, however, an alternative to designating priority to individual items, that I've found seems to work well for me, is I zoom out to span the size of my base/compound/facility and just double click on the lights and hit V to shut them all off. I do the same with the doors. That usually does the trick for me.
After seeing the update and the new things, I just thought of something. Mobile Turrets.
Quote from: Milltio on February 27, 2014, 03:30:18 PM
After seeing the update and the new things, I just thought of something. Mobile Turrets.
So... Guns?
Quote from: FowlJ on February 27, 2014, 04:49:07 PM
Quote from: Milltio on February 27, 2014, 03:30:18 PM
After seeing the update and the new things, I just thought of something. Mobile Turrets.
So... Guns?
No, a Mobile Turret, a turret that could be placed, and then redeployed when required without having to deconstruct and rebuild them.
More enemies would be a nice addition. Killing the same ''Generic Raider Joe Nr. 1'' time and time again gets abit boring. More disasters! How about some diseases? Or how about Storms?.
Tents would be cool aswell!. Now that I come to think about it, it would be cool if you could make a sort of tribal colony.. Living in tents, hunting muffalos! Capturing passers by and trading them for guns and food?.
Talking about passers by.. How about the drifters dosent just walk from one end of the map to another how about they sometimes stay for awhile? If they are wounded get healed and maybe get a bite of nutrident paste or two. (Or human flesh if you are such a colony...).
Travelling merchants! Not just space ships flying around but merchants who come and go on foot? And and!... Oh? What? Am I ranting? Is my writing style to annoying? To big ideas?.. Oh.. Well.. Raiders have just landed again so I gotta go! Been nice chatting! *runs off with his Lee-Einfield*
I don't know if it's been said anywhere, but this thread is 45 pages deep.
-A big a** hole to dump bodies in. (In Random Randy I've been playing for about 300 in-game days and I've buried 100+ bodies, it's just taking up too much room.)
Quote from: GrimTrigger on February 27, 2014, 01:53:57 PM
Quote from: keylocke on February 26, 2014, 08:23:52 PM
oops. i got another cheap idea i forgot to add.
for example : an eclipse just started and my batteries were running low. so to conserve energy i started to turn off unnecessary electrical objects. but the problem with this, is that it's too menial and 'micromanagey'.
how about if there's an option to just choose 'critical' priority objects for electricity? this way players don't have to manually turn on/off a zillion objects when their batteries are low. players can just assign priority powered objects, and these will always stay active unless you completely run out of juice.
I see where you're coming from with this, however, an alternative to designating priority to individual items, that I've found seems to work well for me, is I zoom out to span the size of my base/compound/facility and just double click on the lights and hit V to shut them all off. I do the same with the doors. That usually does the trick for me.
nice. thanks for the tip. i realized that even with the ability to set critical objects for energy priority, non-essential objects would still drain the energy grid if left active.
Quote from: Thoughtless on February 28, 2014, 03:15:10 AM
I don't know if it's been said anywhere, but this thread is 45 pages deep.
-A big a** hole to dump bodies in. (In Random Randy I've been playing for about 300 in-game days and I've buried 100+ bodies, it's just taking up too much room.)
since i don't think decomposition has been coded in yet. what i usually do is have a dump pile dedicated to human corpses. then i draft someone with a frag grenade and then force fire at the bodies. (though i sometimes use molotovs instead just so i can watch them burn... mwahahaha...)
-Rock flower pot
-Rock table
-Rock chair
-To be able to grow mushrooms on the hydroponics table.
not sure if this has been suggested before either. but in build mode, when i drag the cursor when making a wall or assigning mining areas. i want to have a text display of the affected area (ie : 4x8, 9x9, etc) so players don't have to count manually making building and mining so much more hassle free.
- I'd like to suggest dug down power condiuts, or even dug down with bricks.
This would defend them against fire and to some degree explosions.
- Also, I would like to be able to determine what kind of plant I want to grow on my Hydroponics tables (just like with the farming zones).
- Tie learning speed to age
- Tie movement speed to age
- On the trade screen, an extra button that leads back to the list of ships would be nice
- Metal/Concrete and Stone Pillars - single space walls to hold up the ceiling
- Power conduits that can be built in/on non-conductive walls - maybe research for it first?
- Welcome/entry mats - Furniture that cleans some filth from colonists' feet
- Research to increase battery efficiency maybe? Although I don't know what the efficiency currently does
- Blood that outside to eventually wash away. Although more complicated, perhaps rain could help speed up that process?
The UI also seems cluttered at times, especially when the architect box is open. My cheap suggestion would be to shrink some of the boxes so that more stuff can fit into the same area.
A longer-term and less cheap version may be needed though, e.g. condensing similar things into one box that brings up the options available (like all the carpets in one box, that when clicked shows all the different colours).
Customizable key bindings! I'd love to be able to do something like make control + d, say, the mining designation shortcut. I say this partly because DF habits die hard, but it would also make the interface quicker to get through overall.
I have tons of ideas, but those feel like cheap ones:
* Remove "cramped space" from negative morale modifiers. Not everyone is claustrophobic (but that'd make neat character trait!)
* Add "In my room" as positive morale modifier. Man's home is man's castle
* Less negative effects from mining. Right now, digging a long cave feels like most dangerous task ever
* Remove "trading ship in orbit" from alerts, or better yet, make two-tier alert system where such low-priority alerts appear in different-colored icon or simply as message on upper right
* Extremely cool would be to actually see shadow of trading ship slowly going over game map. Since it's far away, it would be quite large and impressive. It could even disrupt solar panels (although occurrence of ships should be much rarer, otherwise it'd just be annoying)
* Stackable food or single-tile container to store stacks of prepared food. Also known as fridge
* Some scheduling system for designated cook(s). Like "make colonist+prisoner amount of food twice a day" Right now you either micromanage food all the time or make tons (infinite) and lose a colonist to this never-ending task, not very conservative approach to ingredients neither, since stuff rots over time
* Handheld lights. Nobody really goes to dig endless mine with no flash- or headlight
* Better solar panels. They feel very unbalanced right now. So far in future, solar power efficiency should be much higher
* Prisoner escape attempts
* in a game where you colonize unknown world, there should definitely be injury and disease system. And various diseases, born immunities to them, viral outbreaks, isolating patients, broken feet and hands (and how they affect colonists work), etc etc. This is not cheap to make, but groundwork for something like this is easy enough and could be handled with character trait system
Quote from: InCreator on March 02, 2014, 03:33:51 PM
* Some scheduling system for designated cook(s). Like "make colonist+prisoner amount of food twice a day" Right now you either micromanage food all the time or make tons (infinite) and lose a colonist to this never-ending task, not very conservative approach to ingredients neither, since stuff rots over time
Was thinking something similar, to implement it, you can maybe 'attach' it to a stockpile-zone, and select 'Keep stockpile filled with Simple Meal', or make 'Keep "amount" of Simple Meal'(overall in RimWorld, or maybe in a radius, like the ingredients search), instead of just 'Make 20 Simple meal'... and then forget the rest :D
Outside lights - Any kind of outdoor light would be a huge thumbs up. Colonists hate the dark and end up unhappy while traveling between buildings at night (not that it has too much of an effect on their overall happiness, but it does make a difference.) And it looks good when you can light up the outside.
Carpet colors - More colors of carpet would also be nice. Not even any difference between what is already in the game, just new colors.
More decor - Flower pots and carpet are about the only way to "liven up" a room. Adding things like a painting (Seen as a white line up against a wall and only slightly affecting the happiness in a room) or bookshelves could give the game a little more variety and in turn more unique areas.
A statue - An outdoor structure that helps bring happiness up in an area. Also could bring fear?
Campfire - Could start as a simple unpowered light source and if there is extra time you could add the risk of the fire spreading and giving it a lifespan. Future development of it could include: Rain puts it out, inside house = higher risk of spreading, low-level cooking (if ever implemented,) and other possibilities as well.
Most of these would be relatively "cheap" to do and bring value to the game.
Change the stackability of silver in the base game.
Right now silver like all other resources only stacks to 75. That makes storing it a real pain in the rear as successful colonies inevitably build up large stores of money. I'd suggest either going to to an abstract unit of currency or having it so silver can stack much much higher, like 750 per pile instead of 75.
Straps on weapons to keep them from being dropped on incapacitation
The ability to manufacture/buy said straps.
This might not be a very cheap to implement but anyhow. What about adding some animals which eat metal? Would be nice if base got hit by metal eating slugs and you have to get rid of those things fast before they eat all your metal and metal based things ;D
Quote from: cel on March 05, 2014, 12:21:02 PM
This might not be a very cheap to implement but anyhow. What about adding some animals which eat metal? Would be nice if base got hit by metal eating slugs and you have to get rid of those things fast before they eat all your metal and metal based things ;D
AD&D player? I hated these things back in the day (http://en.wikipedia.org/wiki/Rust_monster)
(http://ludeon.com/forums/index.php?action=dlattach;topic=174.0;attach=1099)
[attachment deleted by admin: too old]
Quote from: MrSleepless on March 03, 2014, 03:35:59 AM
Outside lights - Any kind of outdoor light would be a huge thumbs up. Colonists hate the dark and end up unhappy while traveling between buildings at night (not that it has too much of an effect on their overall happiness, but it does make a difference.) And it looks good when you can light up the outside.
Campfire - Could start as a simple unpowered light source and if there is extra time you could add the risk of the fire spreading and giving it a lifespan. Future development of it could include: Rain puts it out, inside house = higher risk of spreading, low-level cooking (if ever implemented,) and other possibilities as well.
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
Defensive Ideas
-
Foxhole - Digs a small trenchlike hole that provides medium-low cover for you colonists, Can build for free.
Wooden Spikes - Can place wooden spikes that blocks movement and is impassable, Can build for free.
Metal Barrier - Can place down a low metal barrier that protects you from gunfire, Needs 10 metal each.
Barricade - Places down hastily barricaded barrier with dirt/wood/metal/etc. Needs 5 metal each,
Quote from: keylocke on March 05, 2014, 09:38:17 PM...
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
I agree with the roughing it mentality...though the base game has yet to offer some type of fuel to burn..ie woods ect. I suppose you could try to burn plants..but there goes the food.
Quote from: daft73 on March 06, 2014, 01:09:38 PM
Quote from: keylocke on March 05, 2014, 09:38:17 PM...
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
I agree with the roughing it mentality...though the base game has yet to offer some type of fuel to burn..ie woods ect. I suppose you could try to burn plants..but there goes the food.
Well, from what I've seen, raiders burn quite well.
make the colonists eat the oldest meals first so that now meal is allowed to rot.
I always have this problem because my cooks will make 50 meals then 40 of them will get eaten and I tell the cooks to make more and no one eats the old ones and I lose tonnes of food.
Quote from: woolfoma on March 08, 2014, 02:44:05 PM
make the colonists eat the oldest meals first so that now meal is allowed to rot.
I always have this problem because my cooks will make 50 meals then 40 of them will get eaten and I tell the cooks to make more and no one eats the old ones and I lose tonnes of food.
Perhaps making colonists eat old food first could be the default, and then have some colonists with traits that would only eat the newest food first, like Nobles or something.
Based on what mods I made I would recommend adding batteries with different power levels and speed of filing. Also (Maybe a little longer, but more for modding) a way to change the texture of the gun on the turret (not just the base). Il be sure to post any other ideas I have in the future!
Adding different sizes of items would be a nice way of adding more content (and giving players greater options and flexibility) with the bonus being that it should be really 'cheap' to do.
- Turrets - A clone of the Improvised Turret, the "Standard Turret" takes up the same floor space but requires 100% more metal to build. However, it fires at 75% the rate of the Improvised Turret and deals 50% more damage.
- Batteries - Smaller/larger batteries with suitably adjusted storage values. Perhaps add in different types of battery (i.e. "Lead Acid" and "Lithium Polymer") that have different energy densities and can therefore store more/less power in the same space but are more/less prone to short-circuit depending on type. Li-Po, for example, could have 150% the energy density of an equivalent size lead-acid battery but be 25% more likely to catch fire due to short circuit.
- Solar Panels - Smaller panels could be made available and built next to outdoor items (such as turret) to power them directly and reduce the load on the main complex's battery bank. Alternatively, combined with a small battery pack, one could power turrets entirely independently of the rest of the complex, meaning that problems there won't leave you entirely defenseless.
- Geothermal generators - As with solar panels, Geothermal Generators could be sized to allow greater options and introduce a better order to power generation. At the moment, starting a new colony with a geothermal vent nearby means that all of your power needs are instantly met and will be met for some time as it's possible to build a geothermal plant right off the bat. I think the current geothermal generator should be "end game" for power needs and be quite expensive to build. However, smaller versions could be implemented that have a much more reasonable resource requirement with a suitably reduced power output.
- Beds - Addition of different types of bed that give differing buffs/debuffs depending on the type. Simple metal/wood bed, Basic bed (with matress) and Luxury bed (with teddy)
- Doors - A simple internal door that requires no power but can still segregate rooms would be nice. Having a structure full of doors each drawing 50W soon eats through battery supplies. The simple door should be cheaper to make and still slow the Colonist down as unpowered doors currently do, but still be able to segregate rooms so that simple bedrooms can be constructed without including power-sapping doors. A strong lockable door could also be added that, when locked, prevents all movement but is quite resistant to damage. This could be used on complex entrances or high value areas (stockpiles etc.)
- Wall lamps - Top half of the floor lamp texture with its base mounted towards the wall? Would allow placement of lamps in rooms without using up vital floorspace. Wall lamps could perhaps have a lower light output and power requirement as well as being cheaper to make (no stand).
Other items that I can think of that
should be easy to implement and aren't copies of existing items;
- Traps - Set traps to catch Squirrels/Boomrats. Trap would be a 1x1 square cage that instantly kills a squirrel/boomrat that wanders over that square (with perhaps an associated trap-snapping-shut sound). Bait, which would be lost when the trap triggers, could possibly be added to entice creatures in rather than relying on chance for them to wander over the trap. This would be a nice method of 'farming' the wildlife without having to enlist a colonist to go and get beaten up. Traps could also be used to protect stockpiles.
Boomrat explosions should damage/destroy the trap depending on its condition.
- Different plants - Probably been covered hundreds of times already, but different plants with different growth rates and nutritional value would be nice.
Battery displays need to include a timer that shows how long it takes before the said battery is depleted if used at a current rate.
Good idea.
Speaking of batteries, how easy would it be to balance the charge across batteries in the same circuit? It upsets my electronics knowledge that this doesn't happen and the result of having differing battery levels upsets my symmetry OCD. ;D
Quote from: StorymasterQ on March 06, 2014, 08:25:44 PM
Quote from: daft73 on March 06, 2014, 01:09:38 PM
Quote from: keylocke on March 05, 2014, 09:38:17 PM...
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
I agree with the roughing it mentality...though the base game has yet to offer some type of fuel to burn..ie woods ect. I suppose you could try to burn plants..but there goes the food.
Well, from what I've seen, raiders burn quite well.
mwahahaha.. tru dat. ;D
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anyways, more cheap ideas :
-undrafted colonists, seem to have no sense of danger. they should have an AI that tells them to interrupt their current task and tell them to run away from enemies upon visual contact. (maybe tell them to gather to the nearest dining table.
-drafted colonists should have an AI that tells them to automatically seek the nearest cover available when their cover is destroyed or when they are caught standing on open ground.
-colonists should stop shooting when friendlies are caught in the crossfire. same thing when using thrown weapons. friendly fire needs to look more like an accident rather than deliberately ignoring friendlies in your line of sight even after emptying several bullet clips .
Quote from: Monkfish on March 11, 2014, 08:16:46 AM
Doors - A simple internal door that requires no power but can still segregate rooms would be nice. Having a structure full of doors each drawing 50W soon eats through battery supplies. The simple door should be cheaper to make and still slow the Colonist down as unpowered doors currently do, but still be able to segregate rooms so that simple bedrooms can be constructed without including power-sapping doors. A strong lockable door could also be added that, when locked, prevents all movement but is quite resistant to damage. This could be used on complex entrances or high value areas (stockpiles etc.)
Tynan's already added a simple door for the next build ("Added simple door. Cheaper, but cannot be powered."), so you're good on that one. I like the heavy lockable door as well, though I think it should require a colonist to do the locking and unlocking, rather than operating it yourself from godmode.
Winner! 8)
-prevent live people from occupying the same space at the same time (just add rigidbodies and colliders that are unset as a trigger or something). since this generally leads to problems when you want to aim for specific enemies that are hiding behind a "doom stack". (a doom stack is a huge stack of enemies that players sometimes encounter when playing through the end game).
(note : other base building games have the same phase-shifting properties, but i never once condone it's use since i thought it was such a lackluster way to simplify pathfinding)
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this should also force the players to reconsider their base designs to incorporate the fact that 2 objects should not be able to occupy the same space at the same time. (unless they got super-mutie powahs or they occupy different z-levels)
just think about it, players (like me) could usually get away with this and abuse base designs that should've generated enormous amounts of traffic jams from the colonists (single tile corridors? lol).
base design is too "simplistic" coz of this, since it's like missing an additional layer of complexity that players should be addressing in order to be able to design a base that actually makes logical sense.
Replace the Research skill with Education.
Education: Still same as Research when it comes to discovering new techs but:
At level 6: Gain +10% learning speed for all the other skills
At level 15: Gain +100% learning speed for all the other skills (maxes out here)
That's +10% per level of Education, starting at lvl 6.
Additionally: let colonists gain/practice Education at Research tables, up to lvl 10, for example.
Hated skills and tasks!
These are the opposite of passion skills. Not only do the colonists learn these skills slower but if you put a colonist to do these tasks, their loyalty and happiness go down. In the Thoughts tab it could appear as 'Worked on something he/she hated'. Perhaps in the same vein, a colonist should gain happiness if he's assigned to apply passioned skills?
I think with the food system, make a minimum/max option in it so you don't run out or have hundreds of meals,also maybe on the butchers table have a hunt option so you can always have a minimum of meat.
Quote from: UrbanBourbon on March 16, 2014, 10:37:37 AM
Hated skills and tasks!
These are the opposite of passion skills. Not only do the colonists learn these skills slower but if you put a colonist to do these tasks, their loyalty and happiness go down. In the Thoughts tab it could appear as 'Worked on something he/she hated'. Perhaps in the same vein, a colonist should gain happiness if he's assigned to apply passioned skills?
+1
Functional Traits! Each trait and background (adult/childhood) should have a greater impact on the game modifying abilities, skills, and character personality. Make the character depth as deep as possible for the most meaningful experience.
Grenade damage needs a nerf against walls or roll a new reinforced wall.
Metal Floors should = smoothed stone as far as happiness goes.
Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).
Ability to assign beds rather then having to remove a sleeping area to foce colonist to select a new bed.
Quote from: idgarad on March 17, 2014, 08:49:40 AM
Ability to assign beds rather then having to remove a sleeping area to foce colonist to select a new bed.
I manage this by setting a bed as a prisoner bed, although all of my colonists always have their own rooms (which means a stupidly large base as the rooms are 5x6 with dividing walls to get full happiness).
Quote from: idgarad on March 17, 2014, 08:49:40 AM
Grenade damage needs a nerf against walls or roll a new reinforced wall.
Metal Floors should = smoothed stone as far as happiness goes.
Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).
Ability to assign beds rather then having to remove a sleeping area to foce colonist to select a new bed.
I imagine them as closer to 3 feet (e.g. doorway width, or the with of one person with a bit of personal space) than 5 feet.
You people using your feet to measure distance, so funny ^^
So true. We all know we should be using a smaller unit, like, say, the Barleycorn (http://en.wikipedia.org/wiki/Barleycorn_(unit))
And wow, still in use in the US and UK, to determine the length of a person's foot! You don't know how much you brightened my day Storymaster
Quote from: Tynan on March 17, 2014, 12:11:55 PM
Quote from: idgarad on March 17, 2014, 08:49:40 AM
Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).
I imagine them as closer to 3 feet (e.g. doorway width, or the with of one person with a bit of personal space) than 5 feet.
That's still 18 square feet, which is still quite big for a bedroom. :P
It's not specific to bedrooms.
Currently the trading mechanism works by sliders, and that's okay, but would it be possible to implement the ability to simply type the desired trade number? It'd be real helpful for when i want to sell thousands of pounds of potatoes so i can afford to buy some slaves or a bunch of nice guns
Quote from: mkire on March 18, 2014, 05:56:36 PM
Currently the trading mechanism works by sliders, and that's okay, but would it be possible to implement the ability to simply type the desired trade number? It'd be real helpful for when i want to sell thousands of pounds of potatoes so i can afford to buy some slaves or a bunch of nice guns
I also had suggested a similar idea forthe basically same reasons, but as it would bea bit more than small change to the interface, I only hold out hope and desire that it will happen.
Not sure if it has been suggested/planned already, but I just wanted to make a quick suggestion before I fell asleep.
Orders(specifically for meals) to have an option to refresh daily.
When placing orders for meals, I try my best to avoid making too many at a time due to the expiry dates. I end up deciding I will make a certain amount every day but I inevitably forget on the next day. There are ways I could manipulate the stockpiles to result in a similar effect but I feel all current solutions subtract fun and creates unnecessary micromanagement.
Recent patch notes states that stockpiles will have desired values, so it should be possible to set a food stockpile and your cooks will only make meals when the stockpile is below the level you've set. Not sure when Alpha 3 will be out but I'm looking forward to it!
Quote from: Monkfish on March 19, 2014, 06:08:23 AM
Recent patch notes states that stockpiles will have desired values, so it should be possible to set a food stockpile and your cooks will only make meals when the stockpile is below the level you've set. Not sure when Alpha 3 will be out but I'm looking forward to it!
I read that in the notes but even with that fix I would still attempt my forgetful strategy.
With a sufficiently large colony I would need to have a stockpile maintain 15-20 meals to ensure no one is eating paste or raw foods when everyone wakes up hungry at the same time. One thing I notice whenever I try and keep a lot of meals in storage is that a few will get ignored in favour of the closer ones and they will go bad. Colonists do not prioritize the meals that are closer to going bad(perhaps they should). Maintaining a stockpile for me always leads to waste, I would much rather cook precisely how many meals I think I would need every day.
I do agree that I am looking forward to the next release though.
Roaming Muffalo and Fly Swarms..These are cheap animal ideas. 10-30mins to make easy
A larger, slightly rarer roaming muffalo with horns. This creates the idea that the females herd up while the males migrate and control many herds over large territories, I think that's realistic. Much scarier when they go crazy. Also some baby muffalo in the herd perhaps. I posted this idea in the mods section, but I would like to see it actually implemented, its easy.
Swarms of flies, simple to draw, they function as a herd like muffalo, but faster, super low health, yet very hard to hit. They get hungry easily, and eat up food left lying in the wastes.
Hi Tynan,
An idea being 'cheap' is heavily dependent on how the game/code was implemented. Without knowing the details, I can only hope that these suggestions are 'decently' cheap.
Objects:
- Switch Wall (Structure) - Wall with a toggle switch (can toggle via right click menu (similar to hailing a ship via comms console). Effectively has 2 states:
- On (acts like a metal wall)
- Off (acts like a non-conductive stone wall )
This allows people to make isolated backup arrays of batteries (protection from shorts, and also selectively disable certain groups of electrical objects - Runaway Slave (Story Event) - Spawn a raider and wanderer pair on one edge of the map and traverse to another edge (with wanderer attacking/fleeing on occasion) The raider is set to target the wanderer and kill him/her. If your colonists kill the raider (deal damage to the raider) and he is slain, the wanderer asks for protective custody (becomes a prisoner)
- Prone Stance (like Drafting Mode) - Acts just like drafting but colonist moves at a much slower speed, however, he/she gains some cover/defensive bonus in the vector that he/she is 'crawling' (Not sure how complicated the cover/fire system is)
The combat system has quite a lot of depth to it already as it has been borrowed from other project Tynan has worked on. (as stated in the Tactics section at http://rimworldgame.com/)
Anyway, cheap ideas:
Job assignment: Clicking on an item like a cooker or stonecutting table, or perhaps even construction blueprints, will show you who is currently working on/with that item. Should be cheap to implement as this information would be readily available from the jobs lists/queues, and handy to know for a multitude of scenarios like, "are my chefs actually cooking stuff?" or "who's building this door?" or whatever other situation you find yourself in in which this information would be handy.
Like this:
(https://dl.dropboxusercontent.com/u/26582192/Games/RimWorld/Idea_CookJob2.png)
Chef Hauling: In the same vein as the recent patch notes stating that colonists will fill up the nutrient paste dispenser if it's empty even if they're not a hauler, would it be a simple job to have the chef haul a meal that they've just cooked to a table/stockpile rather than just throwing it on the floor, even if they're not a hauler? This would be far more visually pleasing and have the advantage that stockpiled meal numbers would be accurate (which would tie in nicely with the other patch note stating that desired stockpile levels can be set for items).
Define a room as a freezer where food can be stored indefinitely but must be powered.
Comfort things to make your people happy such as: paintings or art tables just for your people to draw or write. Sure calms my nerves.
Couches to sit and relax when tired but not quite ready to sleep. Tv that requires antenna for people to stare at for hours on end.
Sorry if this has already been suggested but a way to lock the doors. When raiders are attacking my base would be great if I could lock the doors to stop my people running out and getting in the way of my turrets.
I was thinking it would be nice if in the overview tab had the skill levels for each person in each category within each box. So if I was looking at a list of 10 colonists I could easily pick from the overview my two best cooks to be the only cooks, or have the best three miners assigned to that position.
Quote from: Monkfish on March 20, 2014, 04:39:13 PM
Chef Hauling: In the same vein as the recent patch notes stating that colonists will fill up the nutrient paste dispenser if it's empty even if they're not a hauler, would it be a simple job to have the chef haul a meal that they've just cooked to a table/stockpile rather than just throwing it on the floor, even if they're not a hauler? This would be far more visually pleasing and have the advantage that stockpiled meal numbers would be accurate (which would tie in nicely with the other patch note stating that desired stockpile levels can be set for items).
Quote from: RimWorld Changelog
March 26
- You can now suspend bills without deleting or modifying them for easy later reactivation.
- AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
- Testing and grinding down bugs produced over the past few weeks.
- Various minor usability improvements.
Wow! Make a suggestion* and 6 days later it's in the game (well, current internal build). Now that's some turnaround. Nicely done, Tynan. ;D
*I will be exceptionally egocentric and assume it was the first time it was suggested
Quote from: flobojoe on March 25, 2014, 02:43:40 AM
Sorry if this has already been suggested but a way to lock the doors. When raiders are attacking my base would be great if I could lock the doors to stop my people running out and getting in the way of my turrets.
I've been thinking the same thing, but with changeable states for powered doors only, (open, closed, locked, unlocked.) and possibly an access list, like with the storage/dumping lists but crossed off colonists won't use the door.
Suggestion for managing happiness buffs/debuffs:
Pawns don't get unhappy when seeing dead bodies, being in darkness, awful environment, cramped space etc outside of the home zone, but do get unhappy for all these things in the home zone.
Pawns do get a substantial unhappiness debuff if they try to meet a rest/food need outside the homezone, i.e collapsing on the ground due to exhaustion when not in the homezone, or eating food when not in the homezone.
This gives a reason to keep homezones well-built up to meet needs of happiness and comfort, but doesn't punish pawns for mining or fighting outside the homezone, and gives them a reason to return home periodically.
Was not aware of that. Handy to know, thanks.
EDIT: Wait, was that a statement or a suggestion? I read it as a statement...
Ooops, edited my post to reflect that it is a suggestion, not a statement. apologies for the confusion.
Cool, no worries.
A ressource that been once in a stockpile could always appear in the up left corner, even at 0. It would be easier to manage stocks.
Not sure why that would make it easier, unless the number is highlighted/flashes, as a lack of an item just means it's not listed. Not listed = you have none, which is the same as it being listed with a zero against it.
yeah... it's just that if "iron : 0" display on the screen, you get the information right away. When you've got plenty of ressources except one, you have to notice that this one is missing on the list. I know I'm lazy... That's just, like, 1 second thinking... but I'm really lazy ! :)
a comsconsole that a larger range meaning there will be more traders, but the prices will vary from how far the trader woud be.
Kinda new to this site and the game (bought it two days ago as of this post) after watching a few videos of Rimworld from Quill18 and MathasGames and just thought "I think I could do better" so I gave it a go and really... died four times in a row and still play on... got a really good colony going now but with it I figured I should have more "problems" other than the 20+ raiders knocking on my doors that get fired on by my 11 colonists with M24 sniper rifles...
I would like to see the following if possible (Sorry if these have been posted before but I got though 20 odd pages and can't stand no more! X3) :-
Ceiling lighting - I have lots of tunnels running off in directions and I would like it if I didn't have to use standing lamps... seem like a trip hazard to me!
Air Recycler - Due to me being dug into the side of a mountain (hence the first note) it would be good if misma built up due to lack of clean air so you would need one of these that would change the air or maybe...
Plants! - Clean the air around you in small increments?
Air vents - In with the air recycler to pump in the air in and out <-- maybe get ye old boomrats in them??
Bunkers - Made like sandbag walls but as a structure - this might be up-gradable to contain mounted turrets that are just harder to destroy - but this is mainly for your people to shoot out of.
Just a few ideas, but mainly I would like to see ceiling lighting come into play as you could just use the standing lamp but just make it so its not going to slow people down and not as destructible?
When starting a new world/colony is it possible to add in a random chance that when your people come down they might land on/near an already abandoned area i.e. metal walls that are damaged a solar panel generator that's not connected to anything maybe a few dead bodies that are were survivors that just died via starvation or raiders <-- would love to see our old colonies being used for this!
I know some of this won't be "Easy" but just some ideas :3
A landmine all you would have to do is make charges automaticlly dentonate when raiders get close. That way you wouldn't have to try and time it with the fuse.
Has anyone said showers yet? You could build a shower room for colonists to wash off all the dirt and blood and give them a happy thought of being clean.
Classes to learn and master like Combat Medic so they can heal wounded colonists with med kits during a raider fight.
I was sad when I built the stone wall only to have it be the normal stone you mine. I was hoping for a castle wall so maybe a re-texture of the stone wall.
It doesn't seem to be exactly like regular stone since it's smooth. I would like to see some variations on it though, we already have stone tiles.
Me and a friend were talking about suggestive ideas for the game and we came up with stun weapons such as a shock baton or a taser where a colonist could use it to incapacitate fleeing raiders or colonists who have mentally broke down. :)
Travelling sales convoy
could consist of a salesman and two guards.
the salesman would sell the same items as passing ships but provide the player with another form of selling/buying
but if the player chooses to attack or arrest the salesman, he/she will run away and the guards will become hostile. :)
water such as small rivers and ponds
colonists could walk in the water but the movement speed would be reduced to around 50%
placing a path over the water would create a bridge of some sort
Graves should protect bodies from being burned (or damaged by explosions, but maybe that's more reasonable?). It's sort of a pain to worry about raids and also remember to keep grass away from the grave of That One Pawn Who Sacrificed Itself To Save The Colony.
Return the option to mark graves as Colonist Only. Game with Giblets to remove the option of putting colonists into them.
Giblet cages should give raiders the fear debuff too.
Quote from: Sion on April 08, 2014, 10:48:22 AM
Giblet cages should give raiders the fear debuff too.
Seconded!
In fact I think that should be one of their main uses. They can make small groups of raiders take a look, go "Um, yeah... to hell with this" and call off their attacks early.
1. Not sure how cheap this is in terms of either coding time or cpu cycles, but I have a suggestion for countering the wall-off-a-colony-inside-a-mountain strategy: if a colonist doesn't have any available path to the edge of the map through a door or open space, the colonist receives a -10 happiness buff that lasts at least as long as there is no path. Maybe call it a "Feels Trapped" thought.
2. It would make sense if prisoners would occasionally attempt to escape by turning hostile and making a run for the edge of the map. Low happiness, moderate fear, and high health would make sense as the most likely precondition for attempting to escape. Escape attempt events by groups of prisoners are the next logical step.
Edit: Almost forgot! 3. An event in which a novel plant lands on the map, spreads geometrically, and must be destroyed with fire, explosives, or simply by time-consuming plant-cutting. Possible effects of the plant: turning areas of fertile terrain into infertile terrain, area damage effects (i.e. anything walking through it gets hurt), negative psychological effects within a certain radius of the plant.
Quote from: Nasikabatrachus on April 09, 2014, 07:45:50 PM
1. Not sure how cheap this is in terms of either coding time or cpu cycles, but I have a suggestion for countering the wall-off-a-colony-inside-a-mountain strategy: if a colonist doesn't have any available path to the edge of the map through a door or open space, the colonist receives a -10 happiness buff that lasts at least as long as there is no path. Maybe call it a "Feels Trapped" thought.
2. It would make sense if prisoners would occasionally attempt to escape by turning hostile and making a run for the edge of the map. Low happiness, moderate fear, and high health would make sense as the most likely precondition for attempting to escape. Escape attempt events by groups of prisoners are the next logical step.
Edit: Almost forgot! 3. An event in which a novel plant lands on the map, spreads geometrically, and must be destroyed with fire, explosives, or simply by time-consuming plant-cutting. Possible effects of the plant: turning areas of fertile terrain into infertile terrain, area damage effects (i.e. anything walking through it gets hurt), negative psychological effects within a certain radius of the plant.
Seconded. Those are some great ideas imo.
Quote from: Psyckosama on April 08, 2014, 11:05:36 AM
Quote from: Sion on April 08, 2014, 10:48:22 AM
Giblet cages should give raiders the fear debuff too.
Seconded!
In fact I think that should be one of their main uses. They can make small groups of raiders take a look, go "Um, yeah... to hell with this" and call off their attacks early.
I believe they already do affect raiders, but the effect is too small and the raiders rarely spend enough time for it to reach "eff this I'm going home" levels.
I see its been mentioned a few times, but blood needs to decay outside. especially on sand and as it rains.
And perhaps not everyone needs to get so upset because things are "ugly"... im sure not every colonist needs to give a damn about a messy front yard. On the flip side some colonists should worry about this even more.
Quote from: FtDLulz on April 09, 2014, 08:01:07 PM
Quote from: Nasikabatrachus on April 09, 2014, 07:45:50 PM
1. Not sure how cheap this is in terms of either coding time or cpu cycles, but I have a suggestion for countering the wall-off-a-colony-inside-a-mountain strategy: if a colonist doesn't have any available path to the edge of the map through a door or open space, the colonist receives a -10 happiness buff that lasts at least as long as there is no path. Maybe call it a "Feels Trapped" thought.
2. It would make sense if prisoners would occasionally attempt to escape by turning hostile and making a run for the edge of the map. Low happiness, moderate fear, and high health would make sense as the most likely precondition for attempting to escape. Escape attempt events by groups of prisoners are the next logical step.
Edit: Almost forgot! 3. An event in which a novel plant lands on the map, spreads geometrically, and must be destroyed with fire, explosives, or simply by time-consuming plant-cutting. Possible effects of the plant: turning areas of fertile terrain into infertile terrain, area damage effects (i.e. anything walking through it gets hurt), negative psychological effects within a certain radius of the plant.
Seconded. Those are some great ideas imo.
Thirdedededed. I especially like the escape attempt idea.
Quote from: Towely_ban on April 11, 2014, 07:42:14 AM
I see its been mentioned a few times, but blood needs to decay outside. especially on sand and as it rains.
And perhaps not everyone needs to get so upset because things are "ugly"... im sure not every colonist needs to give a damn about a messy front yard. On the flip side some colonists should worry about this even more.
Agreed. Perhaps what a colonist considers "hideous" could vary based on their background and skills? For example, a miner wouldn't find a dark, messy and cramped area hideous. After all, they're a miner and would be used to it, whereas the average Joe would hate it. Similarly, perhaps someone with good growing skills won't find outdoor areas covered in crap particularly messy, but average Joe would.
Integrate your modding community. Alot of companies try not to put there players home made mods in because they don't know about all the legal stuff. But if someone made a mod like The Wood mod, which adds trees, wood, and wooden furniture... and people seem to enjoy using it, then what better way to say thank you so much, then adding that exact feature into the game. You wouldn't have to steal there code specifically or you could simply ask the mod developer if you could use his code the developer to officially add there brilliant idea and hard work into a game they thoroughly enjoy playing.. i think if you start there you will see what people want.
Each colonist have a random color on it's path, so its possible to differentiate who are going where, when several colonists are pathing thru a door or any other 1 tile space.
Here's an idea...
Locking Doors to control the passage and flow of your colonists.
You simply click on the door, hit the "Lock" icon, and now unless violently forced open or deactivated... it won't open. :)
Quote from: Psyckosama on April 12, 2014, 04:51:18 AM
Here's an idea...
Locking Doors to control the passage and flow of your colonists.
You simply click on the door, hit the "Lock" icon, and now unless violently forced open or deactivated... it won't open. :)
Great idea!
This seems to me like it'd be easy, but I don't know programming one bit.
I'd really like it though if, when rescuing a downed colony member, the rescuer would choose the nearest unoccupied bed to path to, instead of the downed colonist's designated bed, which might be all the way across my base through heavy enemy fire.
Quote from: Sion on April 12, 2014, 06:34:19 AM
Locking Doors to control the passage and flow of your colonists.
The ability to manually open doors would be nice, too. Once my colonists are in position to make with the hail of gunfire, I could let the enemies through rather than waiting for them to break the door down. Then again I don't find myself in the situation where I'd need to at all since I've put a many more hours into this game and my defensive stategies have morphulated. The functionality might come in handy, once in a while.
Add some humor specially in the 'extra info'
example:
Torture prisoner: "Beat them hardly or get them married"
Tree: "Really!?! never saw one in real life...?"
squirrel: "kinda looks like Alvin and those chipmunks"
etc. etc.
I find that I would really like to see the time of day somewhere (I mean the actual real-world time, not game time or anything like that). Like, for example top-right corner of the screen.
Don't know if this is really a "feature", but it's cheap!
CremionisD: Are you crazy?! Do you want to turture us more than we already are with the ability to see how late it has gotten (and then know how much time we have wasted playing this game)? :P
I like the idea in it should be relatively easy to implement... But it wouldn't really improve the gaming experience, but it's still a good idea! :D
Being outside in the rain should reduce happiness, at least while sleeping. Also, another thought: for a colonist's first few days with the colony, they should get a "happy for shelter" sort of bonus to happiness during rain if they're inside, to reflect the fact that they may not have had shelter before. The things you take for granted...
Quote from: kdfsjljklgjfg on April 13, 2014, 04:48:50 PM
Being outside in the rain should reduce happiness, at least while sleeping. Also, another thought: for a colonist's first few days with the colony, they should get a "happy for shelter" sort of bonus to happiness during rain if they're inside, to reflect the fact that they may not have had shelter before. The things you take for granted...
Also a "Happy that I survived" bonus to happiness, after recovery from a incapacitation.
- In the pawn list show a weapon symbol (crossed swords, pistol?) beside the name if the pawn is armed, on hovering the mouse over the symbol display a tooltip with the weapons name (maybe also display shooting skill there).
- Also in the pawn list, display a tooltip on each pawns task checkbox showing the level, exp and passion for that skill.
- Healing fallen faction pawns: Instead of just capturing immobilized non pirate pawns, also allow healing them. On release the relation with the faction will improve a little.
How 'cheap' would it be to include prisoner hostility?
Having them sometimes try to kill the warden when they visit?
They tend to be pretty compliant whenever they've been thrown in prison, rarely if ever trying to escape.
A button to take you to where fighting is happening.
When setting up my defenses, I've found it frustrating to try to assign particular pawns to a task. If I want Joey Jabroni, my best builder, to set up a turret, chances are Bob Jablobi of skill level 4 has already taken the task. To get Joey on the task, I have to right-click on the task, find out it's taken, pause the game, find and recruit Bob, go back to Joey, give Joey the task, unpause the game to let Joey start working, and remember to unrecruit Bob a couple minutes later.
My suggestions are thus:
1.Let players override current task assignments through right-click prioritization.
2. Let players reserve a task for one pawn exclusively.
As things stand, I have to limit the number of pawns assigned to construction to only the best if I want the important things done quickly. However, that's sub-optimal when the only thing to do is lay down some power conduits.
-Penalizing happiness when someone else is in the room in which you are sleeping, not just if there is more than one owned bed. If I am interpreting things correctly, currently colonists may feel happy because they aren't sharing a bedroom, despite the fact that they are sleeping in room which is a convenient shortcut that everyone and their clone brother walks through on their way to the kitchen. Which brings up point two:
-Private Door ownership. Rooms could then effectively be sealed off from other colonists.
-Or more generally, have a toggle on map elements (doors, food, furniture, buildings) that would "allow private ownership". Then, the first colonist to use that element would "own" it until you toggled off the private ownership. Other colonists would respect the ownership. People then could have private chairs that they sit in, or you could make sure that only one guy is using the kitchen stove while another one is using the butchery(both use the cooking skill). (!!creeping featurism alert!!) People might gain a small amount of happiness when they first "own" new things and lose happiness if those things are destroyed/deconstructed. ("Those d*#$ raiders destroyed MY precious lamp. What did it ever do to them?")
How about priorities for growing zones? My oafs are all focusing on Potatoes on Regular soil, rather than milking my Rich Soil for cash Berries.
Alpha 3 seems to have removed the ability to sort colonists bodies from raider bodies and is now under a new nebulous category of human bodies. A subsection under human bodes that separates colonist bodies from other human bodies would be nice to have back especially for graves.
Also weapon racks would be much less frustrating to use then they are currently if there was a way to select or deselect all the guns they accept. Right now you have to deselect all the weapons you don't want to have on a weapon rack to have it hold only a specific weapon, which for one rack is no big deal for for about a dozen of them it gets tiring clicking though all of the check boxes.
2 words. Flavour paste. Comes outta nutrient paste dispenser and might have something to make it taste different. Makes colonists happy since they don't like nutrient paste or raw food. (They should like raw berries)
Buttons to rotate through colonists (or other selected items)
How about local traders ? Like a group of 2 or 3 people that come to the colony, settle for a day or two, and trades goods as Sapceships do ?
They could open new routes to colonies or people, we could attack them to capture theirs goods and people...
Colony hall : a definable zone (similar to Home) where colonist will go when idle to meet, chat, rest, etc.
(Would be great to have a real feeling of community)
This should be pretty cheap, my favorite map configuration is having the mountain in the top of the map. I've only been able to make it happen once, after trying 20+ times, it'd be nice if you could choose your map configuration or choose a random map.
Not sure if these have been suggested over the last 50 pages or so, but a simple thing I'd like to see is an animal's soon-to-be corpse being automatically marked for collection when selected for hunting. Its extra busy-work to hunt the animal then have to manually select the corpse to retrieve and butcher it into food. To kill an animal without intent of collection is to fire upon it without the hunting designation, although that's a waste of fine meals. Hunting implies that you return what you kill.
Would also like to see some sort of "Forgotten Beast" creature that shows up and ruins your day, strength of ten men kind of deal, lots of meat if you butcher it etc. Perhaps poisons crops, withstands explosions or R4 fire etc etc. On that note it'd be nice to see raiders with different resistances and weaknesses (like thick slow armour, energy shields weak against fire etc) which would put an emphasis on building a rounded armoury and arming up dynamically for different threats.
Still on the resistances train of thought, perhaps there could be a raider unit that has a "shield generator" as a weapon, cowers among the bank ranks and protects other units from gunfire (like some Diablo 3 creatures do). Strategically it could push you into melee combat with the shielded unit or into flanking and locking down the generator unit.
Really digging Alpha 3, still the best colony game next to dwarf fortress and its only getting better. Cheers Ludeon!
Quote from: Foul on April 18, 2014, 11:45:42 PM
Not sure if these have been suggested over the last 50 pages or so, but a simple thing I'd like to see is an animal's soon-to-be corpse being automatically marked for collection when selected for hunting. Its extra busy-work to hunt the animal then have to manually select the corpse to retrieve and butcher it into food. To kill an animal without intent of collection is to fire upon it without the hunting designation, although that's a waste of fine meals. Hunting implies that you return what you kill.
Don't worry about the first one, it's on Tynan's to-do list. ;)
my hope is just let hopper can be build next to stove and not just nutrient....so my chef dont waste time pick up raw food far away.
don't know if this would be a 'cheap' idea but it's a idea:
The colony doesn't produce any trash for now maybe you can add this to the game.
- random trash creation around place where ppl 'contruct,make,harvest or use' objects (around tables or places where others eat, stonecutting, etc.)
- trash could be collected to go into a compressor
- comprest trash could be used to make 'compost' in a compost barrel (with make compost after X amount of time) or burned to gain power.
Quote from: bombarding on April 19, 2014, 07:07:15 AM
my hope is just let hopper can be build next to stove and not just nutrient....so my chef dont waste time pick up raw food far away.
Easily fixed yourself. Place small stockpiles next to the cooker with the jobs set with the lowest radius (5). Cooks will then only take from the stockpiles next to the cooker. Ensure they're a high enough priority that they're always stocked. Done.
A "Forbidden Zone" that colonists will not enter.
I would love the forum mod page to be Categorized
Quote from: bombarding on April 19, 2014, 07:07:15 AM
my hope is just let hopper can be build next to stove and not just nutrient....so my chef dont waste time pick up raw food far away.
Why not just make a Raw Food Only stockpile next to your cooker? It'd be the same as having a hopper. Set the priority to Critical so colonists immediately fill it up.
Quote from: StorymasterQ on April 09, 2014, 08:51:31 PM
Quote from: Psyckosama on April 08, 2014, 11:05:36 AM
Quote from: Sion on April 08, 2014, 10:48:22 AM
Giblet cages should give raiders the fear debuff too.
Seconded!
In fact I think that should be one of their main uses. They can make small groups of raiders take a look, go "Um, yeah... to hell with this" and call off their attacks early.
I believe they already do affect raiders, but the effect is too small and the raiders rarely spend enough time for it to reach "eff this I'm going home" levels.
they mostly affect visitors from other colonies going all crazy with the gibbet cages or piles of dead bodies after hanging out for some time in the middle of a killzone.
afterwards they start attacking anything they see. colonists, squirrels, boomrats, etc.. haha.
--------------
edit :
-btw, is there a hotkey for saving camera locations that i missed or something? (ie : press shift+1 to save camera location 1, then press ctrl+1 to go to camera location 1)
-thrown weapons should have a minimum distance throw. (ie : if the target is within 3 tiles close to the character, that character will not use it's grenade or molotov)
-avoid friendly fire. accidental friendly fire still occurs whenever friendlies cross AFTER the trigger is pulled. but colonists shouldn't fire when line-of-sight is obscured by fellow colonists.
A bed designation for visitors to use. Would love to be able to have a hotel for all my buddies from Comba of Turtle lol
Customization of starting conditions such as equipment, status of colonists, number of colonists, number of resources. To avoid overpowered starts if that is an issue you can set a cap of how much of anything that is editable you can set.
Good for making very quick scenarios and storytelling
more cheap ideas :
-don't butcher corpses that are placed in gibbet cages.
-don't stone cut debris that are placed on certain stock piles (better yet, there should be an option for stockpiles to be set it as "forbidden" that lets colonists stock it with the chosen items, but they will not consume the items that are placed within.
-add a minimum thrown valid targeting so that grenadiers will not automatically lob at a target that are within 3 tiles of itself.
-reassign beds to different colonists. i want to place them in rooms closer to where they work.
that's all for now. ;D
A small UI tweak:
Show the size of the rectangle while designating mining/planning/building/etc. areas. Either on the cursor or in the area itself.
mockup:
(http://imgur.com/nKQHuVv) (http://imgur.com/nKQHuVv)
A perch to look and fire over walls right beside you and increase range. Also a firing range would be nice. And the ability to craft or find armor. I know some might be expensive but that's what I feel the game is missing so far.
Quote from: metadolor on April 22, 2014, 01:58:37 PM
A small UI tweak:
Show the size of the rectangle while designating mining/planning/building/etc. areas. Either on the cursor or in the area itself.
mockup:
(http://imgur.com/nKQHuVv) (http://imgur.com/nKQHuVv)
That is spot on what I want to have!
and I would also like to see the area in some nifty way (X*Y=Area).
Poisoned weapons that cause extra damage over a moderate period of time. Tribal raids would get real interesting.
allow new link flags to be defined via xml.
Landmines. Nuff-said.
Hot swappable bunks. Related to previous suggestion on private ownership option for most usable items. A button that turns off ownership of beds. First come first serve. Would add a penalty to happiness.
Colonists with Doctor set as a priority should automatically attempt to rescue characters if possible without being ordered to do so.
Some things that would be neat to implement would be:
Some kind of object that can turn slag into metal, maybe 10 metal per slag pile. You get plenty of slag from raiders dropping in or having materials drop in. Over time a slag pile can be very beneficial.
Vehicles possibly. Your colonists have to walk around the map and if you're on one side and a material is on the other, it can take a while for that colonist to return. They can also have some kind of inventory system so you can carry more than 75 items.
Traveling system. You can expand your colony instead of having a small square with a colony.
Radars. These can be used either to detect when a raid will happen or to increase your map size. Raids are random but if raiders are dropping in from the atmosphere, you should be able to detect them and prepare a defense.
Tamable animals. These animals will randomly appear and eat your food if it's left out. right clicking on the animal with a non-drafted colonist will allow that colonist to tame the animal and it will become that colonist companion.
Breeding. I for one hate waiting for muffalo to respawn after slaughtering them. Some kind of mechanic that will allow the muffalo to mate will be very helpful. May even be able to have a new job 'Herder'. Can even be implemented with colonists and pets.
Hopefully you can take some of these into consideration for an update sometime in the future
ability to add/modify LinkDrawer's.
Remove the throwing stones from the tribal warriors.
They would be much more dangerous if they rush in full out brawling.
Quote from: Typo on April 24, 2014, 10:44:06 PMSome kind of object that can turn slag into metal, maybe 10 metal per slag pile. You get plenty of slag from raiders dropping in or having materials drop in. Over time a slag pile can be very beneficial.
Nope. This is too much. 1 metal per slag would be more appropriate. But even that can be abused if done right. Metal roof drops slag, so if you build a section of wall big enough then tear it all down, you get a whole lot of slag. You gotta think about this carefully. It'd be nice if the game would give you 2 or 3 build layers really. One layer for everything, one layer for underground (wires, conveyor transport tunnels, irrigation, etc) and one layer for roofing only. So you can build your own roof either out of glass (not raider proof), metal, wood, stone, or whatever else you might have. Colonists wouldn't be able to leave the layer they are on, middle I mean. They'd just have to go to the square or next to the square like normally building stuff. For roofing it'd be like standing on a ladder, and for underground, they'd basically just be laying down on the ground next to what they are doing. But this won't happen, I don't think. :P
Riding and taming muffalo. Ride them into battle fore a faster and deadlier approach. Your colonists can shoot and the muffalo rams at the same time. Tame muffalo with a lot of agave or somethin 8)
Radius around light fixtures when you are planning to construct them
Add Armor door
This idea may not be as easy but I think it's a fairly obvious suggestion.
MELEE WEAPONS
-machete
-katana
-club
-metal pole
-spear
-mace
-flail
And various stuff like that the problem would be that melee would probably be underpowered because you have to get close and be hit but if raiders had melee weapons then it could possibly work.
Rams not sheep but battering rams too knock down doors faster. I think it would be cool to have a group of raiders come a and break down your doors. The only problem would be that you would probably need reinforced doors or something like that to make it worth it.
Riot shield or portable cover this ones pretty self explanatory.
I'd like something as difficult as dual-wield.
This would allow those with pistols or (future) melee weapons to carry around some cover. Or a second weapon of course :)
Though I'd like it to be limited to disallow people to carry 2 mini guns or 2 M-24's and the likes.
Robots made of scrap metal and stuff like that maybe half human half robot augmentations?
I don't know if this has already been suggested, but...
Have your allies request your assistance against raiders. An ally "strongly requests/demands" x number of fighters to disappear for y length of time. If you accept, your goodwill goes up. If you deny, your goodwill goes down. After y length of time, some or none of the fighters return, with varying degrees of damage, possibly depending on how good a fighter and the weapon they took was. Possibly have the tribe send you a reward like food/silver/slaves/metal/etc. if they did a good job.
Considered putting my recent thread here, but decided those were too complex and the post was large anyway.
Quote from: Tynan on October 09, 2013, 12:17:07 AM
� Barbed wire: A building that slows down movement.
� Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
� Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
Please make these happen. :P
Quote from: Tynan on October 09, 2013, 12:17:07 AM
� Assassin: A raid from one super-powerful raider.
I had a similar idea earlier, while fighting a pirate band.
It was about 12 guys, but between my bunkers and turrets that got their asses handed to them. How about a special little wave that sends a few snipers instead of several lesser-armed guys. They don't need to be exceptionally powerful, just 3-6 guys with long-ranged weaponry that will let them out-range turrets, forcing the player to respond or take heavy damage.
Seems like a cheap idea to me, and the player needs more incentive to not just rely on kill-zones.
Non-cheap aspects because I can't help it.
If the pirate faction maybe sent this type of a wave specifically because they got slaughtered due to being funneled into turret fire, that'd be great. If they could be sent down with spotters, guys with pistols and SMGs who act as guards for the snipers who specifically make sure to stay out of the colony's range, that would make it a little deeper, but would required extra AI functions.
Fencing, probably metal. Just to keep animals in or out of specific areas. Feature could be expanded with gates that can be left open or closed via colonist interaction and allowing the player to electrify the fencing by attaching it to a solar panel/geothermal plant.
I was thinking of like a chainlink fence, but a simple farm wire/post fence may be more thematic, ranch-like, you know? In the case of a chainlink fence, perhaps humans (colonists, raiders) could climb over it slowly. Allows it to 'defeat' animals, but raiders will just knock it down or go over it.
Not sure if cheap or not, but a change in the meal bill UI.
Add +x meal at y o'clock (or every z hour, or every day). It's one of the things I do most often manually.
Apply the same image display used for banners in the Mods menu to the Research menu. Just a little display that maybe shows the research relevant items or some sort of concept art.
A tech tree
Easy: A colonist counter, it simply displays how many colonists you have in the colony, so you no longer need to count 30+ colonists in the Overview menu.
Easy: Raider counter, same as above but for raiders.
Medium: Options to sort the colonists in the Overview menu alphabetically.
Advanced: Also sort by a certain skill (including shooting ability), by equipped weapon, order of joining the colony, mental state (god, bad and total), more?
I suggest that fear should raise the loyalty/mental break threshold over time. It would make sense that, say, chronic fear from knowing people are being executed and seeing corpses all the time would make one more likely to undergo a mental break.
I would like to see a way to help those factions you are friends with that decide to help you when you get attacked by being able to pick up their incapacitated fighters and heal them with out putting the arresting/capturing them and having the faction hate you.
- It's been mentioned a number of times before, including recently, but melee weapons would make melee more relevant after you've gotten guns. Possibilities include knives, swords, nunchuks, brass knuckles, etc.
- While we're at it, melee should result in fewer deaths as well: If you're going to risk running up to someone with a gun/bomb, you better have a flippin' good reason.
- I don't know if this is cheap or not, but a speed stat would be nice. As it is, catching raiders who are fleeing is difficult unless you have doors all over the place, which they seem to be attracted to (and if they run through the door they broke down on the way in- forget it). Speed could also help you decide which colonists should be walking half-way across the map to mine ore.
- Very small chance for insta-kill when shooting someone; increases (nominally) with shooting skill/(greatly) with reduced range, making close-range gun combat risky.
- A rare(?) trait for colonists that like sleeping on the floor could be fun.
- Again, I don't know if this is cheap, but global forbid/unforbid options would be nice.
- Unhappy thoughts if out in the rain too long
- Make raiders less likely to shoot unpowered turrets. This makes solar flares more lethal, and could also allow for traps.
- One-way doors for raiders. I like trap-making opportunities. :3
- "Core" and "extended" home zones. You could mostly use the same code for each, but make colonists prioritize cleaning and fighting fires in the "core home" area.
- Research that allows boomrats to be killed non-explosively (perhaps by melee only?)... unless you like the idea of mad boomrats exploding in our front door, in which case... xD
- Firefighting buff research. 'Nuff said.
- As others have mentioned, preferred and hated tasks.
- Another remention- more personal items, such as doors, stoves, etc.
- Remention 3.0: Colonists that prefer sleeping during the day.
- Ability to mine roofs in caves, to prevent dangerous roof collapses. It could be a research item.
That's all for now. 'Hope I didn't over-do the yellow. ^-^;
All of those ideas are great. Tynan is in the process of implementing one or two of those I think, such as a buff to Firefighting that you can research.
I have a couple keyboard shortcut suggestions.
1. I love making time lapse series of my progress in building/colonizing/etc. type games, but in RimWorld making these can be challenging because it's hard to get perfectly consistent camera zoom levels and fields of view over time.
I suggest adding the ability to define camera warp points assigned to e.g. the function keys. This also has more practical uses.
An example of how I might use such a thing:
F1: Local awarenes: A view centered on my colony's most important areas, zoomed in enough that I can see unit counts on individual stacks of resources
F2: Situational awareness: A high view, not centered on the colony, which would allow me to search the map quickly when there are running events I'd like to keep track of (fights between factions on the map, etc).
F3: A view suitable for showing broad changes in the structure of my colony over time.
2. I also suggest using the number keys for building categories in the Architect menu. The advantages of particular shortcuts aren't that great when you're switching between clicking options and pressing the keyboard; I often just click, even when there's a keyboard shortcut, just because I'm already clicking anyway.
Quote from: Nasikabatrachus on May 03, 2014, 03:05:27 AM
I have a couple keyboard shortcut suggestions.
1. I love making time lapse series of my progress in building/colonizing/etc. type games, but in RimWorld making these can be challenging because it's hard to get perfectly consistent camera zoom levels and fields of view over time.
I suggest adding the ability to define camera warp points assigned to e.g. the function keys. This also has more practical uses.
An example of how I might use such a thing:
F1: Local awarenes: A view centered on my colony's most important areas, zoomed in enough that I can see unit counts on individual stacks of resources
F2: Situational awareness: A high view, not centered on the colony, which would allow me to search the map quickly when there are running events I'd like to keep track of (fights between factions on the map, etc).
F3: A view suitable for showing broad changes in the structure of my colony over time.
2. I also suggest using the number keys for building categories in the Architect menu. The advantages of particular shortcuts aren't that great when you're switching between clicking options and pressing the keyboard; I often just click, even when there's a keyboard shortcut, just because I'm already clicking anyway.
How about a way to manually add the camera warp points wherever you want them?
Something like Ctrl + Shift + 1 to set "1" to a certain warp point, and Ctrl + Shift + 2 to another point, and so on.
First of all. i just join this awesome big family today and try the alpha. I had some ideas and come here to post them, i try to read all of this post to see if its already posted (but its to big), so first of all sorry if i repeat some.
my couple of ideas:
- Mass grave: a 3x3 grave where u can burry a lot of bodies
- Corpse incinerator: just what the name says, an item to incinerate a corpse (could be researched)
- Cattle fence: a wall that people can pass through but not large animals
- Animal fenced area: a new area for animals (must be fenced)
- (Expensive one) Tame mufalos: Ability to tame mufalos and lead them to a fenced area
- (Expensive one) Milking the mufalos: Ability to milk "domestic" mufalos (inside cattle fence) as food source
First, let me say that I really love the game as is. I really feel like I got value for my purchase, a rare event these days. So, kudos to you Tynan. Nice job! A few thing that might (or might not) make it better:
- Ability to assign colonists to beds manually. They pick them automatically (like the current system) but, you have the ability to override their choice. It would just be easier than flipping "for prisoner/colonist use" on and off to get them to change. That way, you can put the high-social guy next to the communications gear, the high cooking guy next to the stove, etc.
- A switch to easily turn off solar flares or a mechanic to mitigate its effects (perhaps a researched technology; maybe even shielded conduits and hardened electronics … but, this is beginning to sound not all that easy). If raiders scale with turrets, solar flares mean you will just die horribly if you use a bunch of turrets and the solar flare goes off. The two mechanics don’t work well together. Personally, I prefer a tower defense play-style with a few turrets (say 4 turrets in a colony of 12 guys). It is not a wise play style with the current solar flare mechanic.
- Some researchable technology to prevent or warn of orbital raider drops right on your head (e.g. a no drop zone or a drop warning radar). Even if you totally dig into the mountain, you have to go outside for trading. Every once in a while there is an orbital drop of twice your number in bad guys right on top of your head with no warning. Any colonists outside just die right away. There is no mechanic or smart way of play to save them (at least that I have found; maybe I am missing something and just being clueless). This seems a bit too arbitrary to me. I hate having to load a saved game (feels like cheating) just because half my guys decided to step outside for the wrong hour. Now, I don’t mind the horde from the edge of the map that overwhelms me. That just means my defenses sucked, I needed better choke points, etc. But, just having them drop on my head with no chance for half my colony to survive seems wrong somehow.
- No-go zones for colonists. They will no enter these zones unless specifically ordered to. For example, this would enable you to put barbed wire in an area and then not have your colonists go running through it until they die.
And, a few from the mods I love:
- Cremation chambers : I gave up butchering the fiends when I had a few thousand human meat lying around. Even if I tried using Galatic Trader to crate them up, cannibal ships are so darn rare. Easier to just cremate them. I am not find of making the huge dumps and tossing a cocktail on them. My early games ended up with the map looking like a cemetery. Also, not fun. This would be a nice add to the core game and does not seem balance breaking in any significant way.
- BetterPower+: Steam vent drills and buried conduits.
- Embrasures. It does not seem game breaking. We had murder holes in medieval architecture. Surely, the colonists can make a hole in a wall to shoot through.
- Turret Pack: Turret progression through research similar to the mod. But, balanced and accounted for by the AI. New turrets are great fun for me.
- Synthmeat: Got to love Solyent Green! Waiting for Muffalo to spawn and hunting them is a pain. In the absence of some sort of livestock mechanic, this is as good as it gets. And it feels just gritty enough for the Rimworld universe. It is sort of labor intensive until a few colonists get high medical skills but, not that bad really. I does not seem too balance breaking.
- Workplaces: The blacksmith table is a real sweet deal. If I am not overwhelmed, I always end up with hundreds of weapons I can’t sell (the traders don’t have enough cash) littering the ground. Melting them down, even if it consumes a lot of labor, at least cleans up my map. Now, the weaponsmith table might be balance breaking although I love it. In the end, everyone has a minigun or M24 (or whatever weapon you want to roll with). The only issue is training up of a crafter if you don’t find a good one. But, good weapons seem required for some of the later spawns. Some of this should be incorporated into the main game.
Good luck with the game and great job so far. I have really enjoyed playing and am looking forward to A4.
While playing the game, I notice that to improve a neutral/friendly faction's relationship, you must pay silver. This can get really expensive very quickly. What about adding events like 'a (natural disaster) has struck a neighboring tribe and request X amount of food and/or metal', or even some thing like 'a friendly tribe is under attack by a rival tribe (or local animals) and are requesting assistance' (who will you send, and will they survive?[maybe]). This can help relieve the player the pressure of the expensive 'friendly gift'. But still a good option if the player wants a small boost in their relationship to acquire some help. There can be other help requests from friendly tribes other than military support, such as food drops or trade options. Not sure if this has been added or not, but do animals reproduce yet or are they a limited 'resource' at the moment?
Quote from: Ruin on May 05, 2014, 03:06:41 AM
...Personally, I prefer a tower defense play-style with a few turrets (say 4 turrets in a colony of 12 guys). It is not a wise play style with the current solar flare mechanic...
Some researchable technology to prevent or warn of orbital raider drops right on your head (e.g. a no drop zone or a drop warning radar). Even if you totally dig into the mountain, you have to go outside for trading. Every once in a while there is an orbital drop of twice your number in bad guys right on top of your head with no warning. Any colonists outside just die right away. There is no mechanic or smart way of play to save them (at least that I have found; maybe I am missing something and just being clueless). This seems a bit too arbitrary to me. I hate having to load a saved game (feels like cheating) just because half my guys decided to step outside for the wrong hour. Now, I don�t mind the horde from the edge of the map that overwhelms me. That just means my defenses sucked, I needed better choke points, etc. But, just having them drop on my head with no chance for half my colony to survive seems wrong somehow.
A bit off-topic, but I've used the opposite strategy to fairly good effect: Build a ridiculous amount of turrets (with sandbag protection). You see, more raiders spawn when you have turrets because turrets slow raiders down significantly. While they're busy firing at the turret, you can flank them, slim their numbers from afar, etc. If you build many turrets, the attacking force is essentially deadlocked until they've destroyed all of the turrets or you've taken things up-close-and-personal.
Because I built so many turrets, raiders jumping in on top of the colony are at a disadvantage because they're completely surrounded by guns before my colonists even act. In my experience, even with the significant numbers disadvantage, the tactical advantage given by the turrets splinters the raiding group fairly quickly, which makes the attack much more manageable. Stick to the M-24 sniper rifle, miniguns, and (for close range affairs) either the R4 charge rifle or LMG. (If you can't get those, try for M16s and Uzis.) The turrets will handle the rest. The downside is, naturally, that you'll be rebuilding your turrets and sandbags fairly often.
If you don't have/want turrets, the best you can do (in my experience) is break your colony into sections where the colonists can retreat to if they're in danger. Beware large open spaces. Even in a worst-case scenario, it's better to have your base burned to the ground than a genocide. /offtopic
King-sized beds for more happiness. Just put 2 beds next to each other.
Already in the game :) select the mods button on the main menu, select the ..bed mod and play a game.
I have just looked at the changelog, and noticed the following line:
QuoteBed is now made of wood.
Does that mean it requires wood to build? Because if it does, I have a better idea: have two kinds of beds, a metal bed and a wooden bed. Each will require its own material to buld. The metal bed will be more resistant, but only have a sleeping efficiency of 9 instead of the regular 10. The wooden bed will be prettier, and have the max 10 sleeping efficiency.
Here's a list of "cheap" ideas I had that I think also have strong story potential. Apologies if any of them have already been posted, I'm new here.
Ill Gotten Gains
A group of well-armed but wounded raiders arrive, each hauling random items they stole from another colony. The group rests for awhile, then attempts to traverse the map and exit (shooting at any colonist they encounter, but not pursuing them). If the colonists defeat them (same programming as for any raid), the player is immediately offered the option to return the goods to the original colony (resulting in a goodwill boost, possibly proportional to the percentage of goods recovered) or to keep the goods for themselves.
Stampede!
An enormous herd of muffalo (20+) spawn on one side of the map and rapidly move to the opposite side (preferably on a route that takes them near colony structures).
Optional: the muffalo may detour to consume player crops.
Optional: the muffalo may attack anyone (or any structures) that get within a certain distance of them.
Most Dangerous Game
Attacking a muffalo could, rarely (<1% of shots), trigger the entire herd to attack the perpetrator. I can imagine stories about running the length of the map pursued by berserk muffalo would be highly entertaining, and it would make hunting require more care from the player. Players could always shoot at the muffalo with other colonists while the original hunter ran, so even if the muffalo didn't give up the chase for several minutes, the hunter wouldn't be doomed.
My Friend Muffalo
a muffalo (or any other animal) takes a liking to a colonist and follows him or her around exclusively. The muffalo attacks anything that attacks that attacks the colonist and is within a few tiles (to avoid the muffalo running to its death in a long range shootout). If the colonist is disabled, the muffalo picks him up and carries him to his bed. Having your last colonist revived by his loyal animal companion would be heartwarming.
Optional: doors open for the muffalo as if it were a colonist (to avoid awkward pathfinding, but at the price of some realism). OR doors do NOT open for the animal. When the character is disabled, the muffalo knocks down all doors needed to get the colonist to his bed.
Squirrel of Caerbannog
Initially, there is no notification that this (rare) event is occurring. Instead, an astute player might note a particular squirrel (or other animal) is eating dead bodies that have been left out. When the squirrel has eaten a certain number of bodies down to 0 hp, a notification pops up informing the player that a local squirrel has developed a taste for human flesh. The squirrel attacks colonists like existing mad squirrels, but moves faster, does more damage, and is much harder to hit than normal. This event would be more realistic if it were implemented with a predatory animal, though the squirrel version is pretty funny.
Little Shop of Horrors
A carnivorous plant spawns. It gradually spreads (using the existing algorithms for grass or other plants). Bullets can reduce the plant to 1 hp, making it inactive until it heals, but can't kill it. This makes fire the only effective way to remove it. It attacks any colonists, animals, visitors, or raiders that come close enough. Killing the occasional boomrat would hopefully give players a chance to eliminate them even if they have no molotov cocktails. Though, if players make no attempt to eradicate them, having most of the world be covered in man-eating jungle would make a great story (as would an attempt to burn the world to finally remove them). A crafty player could also try baiting raiders into a patch.
Optional: colonists could haul a disabled plant to a plant pot before it heals. Potted carnivorous plants would still attack anything in range, but would not spread. If the pot is destroyed, the plant reverts to wild form at 1 hp. I imagine an excited player hauling a defeated plant into a pot in his base, only to find the plant attacks his colonists when it heals, would be pretty funny, and honestly what he should have expected.
Quote from: Jamodon on May 09, 2014, 06:57:28 PM
Here's a list of "cheap" ideas I had that I think also have strong story potential. Apologies if any of them have already been posted, I'm new here.
Ill Gotten Gains
...
Stampede!
...
Most Dangerous Game
...
My Friend Muffalo
...
Squirrel of Caerbannog
...
Little Shop of Horrors
...
Excellent ideas!
I hope they will be implemented.
Not sure if this has been mentioned, The ability to sell stone, howitzer rounds, and missiles.
Two simple quality-of-life changes:
1. Only You Can Prevent Forest Fires. Right now, the only way to put out a grass fire is to zone it as "home" and THEN manually assign colonists to put it out. It would be great if you could manually assign colonists to put it out by clicking on it (and they would automatically attempt to put out nearby fire when finished) without having to zone random chunks of terrain as "home."
2. Saving Colonist Ryan. Currently, a drafted colonist can not rescue an incapacitated comrade. However, you can't control an undrafted colonist. This has led to awkward situations where my colonists literally stand next to an expiring comrade in a shoot-out, but can't rescue him because if they "rescued" him they would immediately attempt to carry him right through a pack of raiders on their way to a bed. If colonists could "rescue" while drafted, heroic rescues under fire would be much more doable. Alternatively, zoning regions where colonists will not enter would allow the same thing, though it would be much messier from a user perspective.
Unhappy thoughts for being idle too long (boredom) would make sense. It would also make idle colonists an actual problem.
Quote from: Jamodon on May 15, 2014, 05:56:10 PM
2. Saving Colonist Ryan. Currently, a drafted colonist can not rescue an incapacitated comrade. However, you can't control an undrafted colonist. This has led to awkward situations where my colonists literally stand next to an expiring comrade in a shoot-out, but can't rescue him because if they "rescued" him they would immediately attempt to carry him right through a pack of raiders on their way to a bed. If colonists could "rescue" while drafted, heroic rescues under fire would be much more doable. Alternatively, zoning regions where colonists will not enter would allow the same thing, though it would be much messier from a user perspective.
You actually can save colonists with drafted colonists. You just select the drafted colonist and right-click the incapacitated colonist like usual. There's still the problem of said colonist running right into the firefight to get to a bed, though. Also, you have to make sure to give them orders or undraft them after they reach said bed, otherwise they'll literally stand there until they go insane.
Quote from: SSS on May 15, 2014, 07:40:01 PM
You actually can save colonists with drafted colonists. You just select the drafted colonist and right-click the incapacitated colonist like usual. There's still the problem of said colonist running right into the firefight to get to a bed, though. Also, you have to make sure to give them orders or undraft them after they reach said bed, otherwise they'll literally stand there until they go insane.
Yeah, the issue of running through a firefight is the problem :( I didn't realize they would stand by the person's bed after rescue though! Thanks for saving one of my future colonists.
I personally think that the negative trait that you get for seeing a dead body should be nerfed.
It's not so bad when there is 5-6 raiders; easy enough to make the colonists prioritize burying them.
But I've just had a massive army attack me and the pile of corpses afterwards made half my colonist's happiness dip dramatically and nearly half of them wandered off from a mental break.
I understand from a realistic stand point that seeing that many bodies would upset most people, but in terms of fun for the game, you don't have a choice but to kill the raiders and when they come in large amounts like they do now, your colonist's happiness drops way too fast for me to have time to bury them all.
First off, love the game. Looking forward to Alpha 4.
Not sure if this has been said already, but it would be great if you could select "Shoot Target" from the right-click menu even when the target is out of range and have them move within shooting range (or around obstacles) instead of first having to manually move within range.
Some other ideas (I'm sure most, if not all have been mentioned):
- Animal breeding (both wild - slow, and captive - fast)
- Basic stone tech (walls, furniture, weapons) that can be made with raw stone
- Research to protect electrical systems from flares
- Defensive research to hide colony from raiders (less frequent attacks, more time to prepare)
- Radar that provides a mini-map, or just a mini-map
- Animals feast on corpses - will help get rid of ones in the open.
- Small animals should only take 1 or 2 hits to kill, but they should be very difficult to melee
- Armor for colonists
- Lightning rod - component that will draw lightning and protect colony from lightning strikes within the radius.
- More details on the comm screen. See what type of trader they are and/or your relationship with them without first opening the trade screen.
- Trading with visitors at beacon. Visitors go to beacon and then you can click on them to open trade screen.
- Bartering - don't just trade with/for silver. Trade with other resources as well.
- List orders when a colonist is selected so you can easily order the colonist to gather something.
I have only two cheap suggestions but they would make my life a lot easyer playing RW:
- Numbers show up while dragging out structures and zones to show their widths and lenghts
- Right-klick (including drag) to cancel out construction / placement of objects
Cheers
Just remembered a couple more:
- Colonist/Prisoner counters (display could be in resource area)
- Harvest zones. Set a zone where wild crops (berries and such) get harvested when grown instead of a regular manual process.
- Hunting zones. Same theory as above, but maybe with a max/min threshold (when there are more than y animals, kill until x animals remain). Would work well with animal breeding/ranches.
You should make a Sandbox mode in the game ;)
Developer mode is pretty much sandbox.
Cheap Ideas:
Allow us to order colonists to repair things when drafted
Allow us to order colonists to do anything we want drafted including crafting jobs
Why? because in the real world military get ordered to do all kinds of jobs all the way.
Quote from: Ketzal on May 20, 2014, 11:50:31 AM
Just remembered a couple more:
- Colonist/Prisoner counters (display could be in resource area)
- Harvest zones. Set a zone where wild crops (berries and such) get harvested when grown instead of a regular manual process.
- Hunting zones. Same theory as above, but maybe with a max/min threshold (when there are more than y animals, kill until x animals remain). Would work well with animal breeding/ranches.
Counter colonist/prisoners/enemies on map - http://ludeon.com/forums/index.php?topic=3612.0 (http://ludeon.com/forums/index.php?topic=3612.0)
Hunting dependable on your crafting bill requirements - http://ludeon.com/forums/index.php?topic=3571.0 (http://ludeon.com/forums/index.php?topic=3571.0)
Muffalo Breeding - http://ludeon.com/forums/index.php?topic=3338.0 (http://ludeon.com/forums/index.php?topic=3338.0)
Check the existing mods before you start posting suggestions
That's not really fair, just because something is a mod doesn't mean it can't or shouldn't become a standard part of the game.
In fact, one would hope the best mods do get pulled into the game. That way, Tynan can adjust the AI for them and possibly optimize them to a degree far greater than is accessible by a mod developer.
Quote from: Sion on April 30, 2014, 03:56:18 PM
Easy: A colonist counter, it simply displays how many colonists you have in the colony, so you no longer need to count 30+ colonists in the Overview menu.
d and total), more?
If you are going to expose the colonist counter, it might be cool to see the Min/Max/Critical values next to it. Sometimes I find myself wanting a specific colonist unless it is the last one I will get and need to wait for something specific).
Quote from: Ruin on May 25, 2014, 01:33:48 PM
In fact, one would hope the best mods do get pulled into the game. That way, Tynan can adjust the AI for them and possibly optimize them to a degree far greater than is accessible by a mod developer.
I don't think Tynan wants the legal headache of actually implementing mods, and he doesn't really need to. Especially not for things as simply as interface adjustments.
Quote from: Austupaio on May 25, 2014, 02:18:19 PM
Quote from: Ruin on May 25, 2014, 01:33:48 PM
In fact, one would hope the best mods do get pulled into the game. That way, Tynan can adjust the AI for them and possibly optimize them to a degree far greater than is accessible by a mod developer.
I don't think Tynan wants the legal headache of actually implementing mods, and he doesn't really need to. Especially not for things as simply as interface adjustments.
I don't think "implementing other's mods" would be how it's presented, but it shouldn't be a problem even if it was. Rimworld is Tynan's intellectual property, and we're sharing derivative works on the official forum for said IP. He can do whatever he wants with regards to modding.
By posting mods, especially here, you're basically giving up the creative rights to your idea.
Uh, not a chance? My mod uses IP of several different game companies, I cannot by proxy give Tynan the legal rights to implement them. Further, if I implemented anything that was of my own design, that was copy-righted, he'd have no rights to use that, either.
Quote from: Austupaio on May 25, 2014, 07:11:24 PM
Uh, not a chance? My mod uses IP of several different game companies, I cannot by proxy give Tynan the legal rights to implement them. Further, if I implemented anything that was of my own design, that was copy-righted, he'd have no rights to use that, either.
Well, if you don't own the creative rights to start with, that's obviously a different story. Beyond that, I doubt many users here have registered copyrights for... well, anything. Many of the things implemented are abstract, anyway, which makes a copyright claim strained in the first place. (I'm referring to things like trees, steam power, etc. A unique alien or gun design could be copyrighted, of course.)
Tynan did gone with this a easy way not a sinister and complicated :P
Check this (http://ludeon.com/forums/index.php?topic=2677.0)
Make the death of a colonist make the other colonists lose happiness.
Make the recruitment of a new colonist make the other colonists gain happiness.
Maybe the colonists can get married that would make them happier even if they share a room but if one dies the other could go on a mental break and wander or destroy
Quote from: SSS on May 25, 2014, 08:15:57 PM
Well, if you don't own the creative rights to start with, that's obviously a different story. Beyond that, I doubt many users here have registered copyrights for... well, anything. Many of the things implemented are abstract, anyway, which makes a copyright claim strained in the first place. (I'm referring to things like trees, steam power, etc. A unique alien or gun design could be copyrighted, of course.)
If you create something new, it has a copyright by default even without notice, you don't have to register it.
Ok don't know if this was suggested here or if it's already in the game or not but I just thought of something that while not cheap by any means would be interesting. Any colony/tribe that you are on really good terms with (I'm meaning over +100 relation or higher if that's not the top) will help you build things if the materials are already in place.
Another idea, that may I may have seen here, is that you could send colonists to help them build/combat raiders as another form of payment instead of silver and depending on how good/bad they do will have some repercussions (bad job damages relations and possibly capture with a release price good job will improve relations with a possible "student") and there is always a chance they may leave your colony to join whoever you send them to of their own free will and in return you will get a weapon or silver (Weapon is random and somewhat faction locked so tribes can't give rifles unless you've seen them fight with them.)
QuoteBeyond that, I doubt many users here have registered copyrights for... well, anything.
As has been stated, everything copyrightable is automatically copyrighted always. But anyone could just release an original IP of theirs into the public domain and it would be fine to use by anyone for anything.
Weeds! Something that can grow alongside other plants, and can lengthen growing time or kill off agricultural plants. Weeding would be a default task for growing zones, so growing food would take more dedication than "put plant in ground and wait".
Also, a "cut grass" designation would be nice. I often want to get rid of grass in preference to other plants, but designating all those lone shoots of grass can be kind of tedious.
Quote from: Nasikabatrachus on June 03, 2014, 11:42:59 PM
Weeds! Something that can grow alongside other plants, and can lengthen growing time or kill off agricultural plants. Weeding would be a default task for growing zones, so growing food would take more dedication than "put plant in ground and wait".
Also, a "cut grass" designation would be nice. I often want to get rid of grass in preference to other plants, but designating all those lone shoots of grass can be kind of tedious.
Or a Cut Zone where toy can make a Bill that selects what to cut?
(there's an image in this post but you can't see it because you're not logged in)
In reference to this thread:
'How do you interpret the "Thoughts" screen'
http://ludeon.com/forums/index.php?topic=3827.0
If one person asks, there's gotta be a 1000 more who are equally confused by it.
[attachment deleted by admin: too old]
Research for Stronger Turrets more HP.
Research Turrets longer range.
A way to change the Colonists clothes.
-some raiders might turn on their group if they see they are losing, to try to join you. maybe a new "surrender" thing instead of just getting gunned down on the run.
-trading too much could make your presence more known to pirates
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.
I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png
Quote from: Nasikabatrachus on June 04, 2014, 06:03:58 PM
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.
I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png
I like this. Actually it would be cool to have a campfire for an early game cooking and morale boost. It would be slow and consume logs. Hand sawmill -> electric sawmill => we need campfire -> cook stove.
An alcohol still:
Converts potatoes to vodka
Raises happiness
Lowers productivity
(Future uses of alcohol could include liquid fuel for vehicles / molotov cocktails / backup generators / other industrial applications)
Guard Duties, Guard Patrols, And Military Job
We can draft people, but our draftees cant live, and if we leave them long enough they starve to death:
(http://i.imgur.com/JWIn9nn.png)
But some places I NEED a guard, so just enable needs for soldiers that are met in a reasonable fashion (like when its urgent, with maybe settings for Discpline levels or training levels that determine how effective people are at their jobs. And give them "Military/Drafted routines for the days" so setting up a patrol or a guard station, will automatically take anyone who is drafted, otherwise they will go to any available bed and use it as a barrack and walk around with their weapon out doing a passive simple draftee job.
So to recap:
1. Add military orders, guard/patrol path.
2. Allow people who are drafted to live.
How about a lake? that would be interesting and could, some day, include fishing and boats.
Quote from: Nasikabatrachus on June 04, 2014, 06:03:58 PM
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.
I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png
Good idea :)
Quote from: Kian on June 05, 2014, 12:13:58 PM
An alcohol still:
Converts potatoes to vodka
Raises happiness
Lowers productivity
(Future uses of alcohol could include liquid fuel for vehicles / molotov cocktails / backup generators / other industrial applications)
That would be cool too, and maybe once traits have an effect we could have alcoholics who need alcohol to work effectively (like dwarf fortress dwarfs)
Grain. We have strawberries and potatoes, but no corn? No wheat or barley? NO BEER?! There's not even anything to make sugar from, no wonder the space rum is always gone..
* It would be so handy if, when you are in the overview screen, you had either a visual indicator or text available on mouse over that showed if the colonist has a learning buff because they like that task. Right now I have to keep closing the overview window, open the character sheet for the appropriate character, reopen the overview window, then assign tasks based on their loves and likes. Another possibility is to allow you to open the character sheet while in the overview page (keeping the overview page open and in focus as well) - maybe a small button beside the character name?
* A way to cycle through the colonists while in the main play screen - maybe forward/back buttons located beside the "cycle through the cell contents" down arrows (in the panel in the lower left hand side of the screen).
Option to make colonists paths visible even when they are not selected.
(by "path" i mean that white line that shows where colonist is going when he is selected).
Further improvements:
- Overhead bubble with pictogram showing what colonist is going to do. Like ".zZ" - going to bed, fork and knive - going to eat, hammer - building something etc. Also, happy\sad thoughts or reactions like "hungry", "seen corpse".
- Show item that colonist is hauling. Could be implemented like small size sprite of carried item near hands.
It'd be nice if "-" and "+" decreased and increased the speed setting, in addition to spacebar pausing/unpausing.
Also, fire extinguishers allowing to put fires off faster and multiple tiles in a cone simultaneously. Just a moment ago boomrat exploded and my solar panel caught fire - colonists were able to extinguish only tiles that was on outer sides of solar panel, but inner tiles are inextinguishable because colonists can't reach them, that kinda sucks.
Quote from: Xanting on April 18, 2014, 12:58:03 AM
Alpha 3 seems to have removed the ability to sort colonists bodies from raider bodies and is now under a new nebulous category of human bodies. A subsection under human bodes that separates colonist bodies from other human bodies would be nice to have back especially for graves.
Also weapon racks would be much less frustrating to use then they are currently if there was a way to select or deselect all the guns they accept. Right now you have to deselect all the weapons you don't want to have on a weapon rack to have it hold only a specific weapon, which for one rack is no big deal for for about a dozen of them it gets tiring clicking though all of the check boxes.
I would like to endorse both of these ideas, as well as add one of my own re weapon racks:
Allow us to select more than one weapon rack, and set what is or isn't to be accepted as a group. Quicker than doing each one individually.
Hm one more:
If the incinerator could be set to exclude colonist bodies, that would allow us to bury our colonists in respectable graves and incinerate the asshats who attack us (and fail). :P
Quote from: Anrock on June 07, 2014, 04:32:23 PM
Also, fire extinguishers allowing to put fires off faster and multiple tiles in a cone simultaneously. Just a moment ago boomrat exploded and my solar panel caught fire - colonists were able to extinguish only tiles that was on outer sides of solar panel, but inner tiles are inextinguishable because colonists can't reach them, that kinda sucks.
That is a long-standing bug
I'm really missing a Priority system for crafting Tables. I have some trouble to organize my colonist which crafting work should get done first. You could just adopt it from the stockpiles. :)
Quote from: omittimo on June 08, 2014, 04:50:23 AM
I'm really missing a Priority system for crafting Tables. I have some trouble to organize my colonist which crafting work should get done first. You could just adopt it from the stockpiles. :)
But... there IS a priority system. The bills on the top of the list get done first. If that's not enough, then build multiple crafting tables. The only thing that's really missing is a hotkey for 'suspend' for crafting tables... or maybe 'forbid' could do just that? o_O
Quote from: UrbanBourbon on June 09, 2014, 08:51:34 AM
Quote from: omittimo on June 08, 2014, 04:50:23 AM
I'm really missing a Priority system for crafting Tables. I have some trouble to organize my colonist which crafting work should get done first. You could just adopt it from the stockpiles. :)
But... there IS a priority system. The bills on the top of the list get done first. If that's not enough, then build multiple crafting tables. The only thing that's really missing is a hotkey for 'suspend' for crafting tables... or maybe 'forbid' could do just that? o_O
Sure, but this is within one Crafting Table. I meant a priority System for the whole Crafting-table Class. My crafter knows which one got the highest priority and does this crafting-work first.
Since the game lacks a definitive end beyond the pointless loss of a colony, I would suggest a Hi-Score system. Every play through I go try and make a colony work only to have it die and waste my time. A Hi-Score system though could be used to record certain stats like the highest colony wealth, raid numbers, etc but you wouldnt have to load your save game in order to view it. This way you know how you stack up with each play through. Did I get better? Worse? Did I waste my time with strategy A or did I simply get unlucky?
I think it should be pretty easy to implement since you already have a stats tab in-game... I guess you just put one on the menu or something.
Quote from: zipszip on June 09, 2014, 03:44:42 PM
Since the game lacks a definitive end beyond the pointless loss of a colony, I would suggest a Hi-Score system. Every play through I go try and make a colony work only to have it die and waste my time. A Hi-Score system though could be used to record certain stats like the highest colony wealth, raid numbers, etc but you wouldnt have to load your save game in order to view it. This way you know how you stack up with each play through. Did I get better? Worse? Did I waste my time with strategy A or did I simply get unlucky?
I think it should be pretty easy to implement since you already have a stats tab in-game... I guess you just put one on the menu or something.
Its not a waste of time, its fun, its all about the story.. ever played dwarf fortress?
I think the rain, just like the music, should not speed up when playing at higher speeds. Currently at higher speeds the rain goes so fast that you can't even see it. Playing at fast speeds shouldn't feel like fast-forwarding a movie.
I just bought this game - so impressed.
Anyway, here is a cheap time-light thing to add; more traits as descriptors for your various human characters.
Some you might one day adding attribute point loss/addition but otherwise just more random descriptions of the characters that are generated.
slightly Nervous
Very Nervous
Cold Hands
Blue Eyes
Brown Eyes
Hazel Eyes
Deep Voices
Hairy Chested
Long Nosed
Toothless
Missing a tooth
Hobbles
Webbed feet
Dribbles
Drunk
Lazy Eye
Light footed
Burly
Bad Mouthed
Bucktoothed
Gap toothed
Swollen Lips
Black eye
Scarred
Pockmarked
Ear missing
Both ears missing
Bearded
Long Mousached
Barrel chested
Sunken chested
Wheezy
Dry Cough
Handsome
Tall
Short
Fat
Skinny
One leg longer than the other
Long beard
Ragged clothes
No shoes
Burn scars
Missing eye
Missing finger
Missing hand
Greasy hair
Sickly
Healthy
Ugly
Lanky
Wired
High
Drunk
Calm
Agitated
Thin
Very clean
Very dirty
Hunchbacked
Missing fingernails
whip marks
Branded
tattooed
tattoo on face
tattoo on arm
tattoo on arms
tattoo on chest
ritual scarifaction
Charming
Intimidating
Rash
missing toes
Goatee
shaved head
dressed like a monk
very pale
perfect teeth
high pitch voice
twitch above eye
smokers cough
unsteady on feet
covered in lice
covered in sand
muddy
deaf in one ear
long fingers
long fingernails
nervous tic
bushy eyebrows
no eyebrows
short nose
piggy eyes
stiches in shoulder
bruised
bloodshot eyes
wary
quiet
loud
brash
eye-patch
enormous hands
stubby fingers
hairy legs
yellow eyes
unhealthy skin
smells
wears lots of string
wears glasses
wears a red hat
gold tooth
false wooden teeth
earring
earrings
nose piercings
beads around neck
trinket around neck
shells around wrist
wears a necktie
wears a broken wristwatch
no shoelaces on one shoe
pants are torn at knees
likes to laugh
coldsore
broken teeth
wheezy
twigs in hair
bad breath
perfumed
painted fingernails
balding
bald
shaved head
long hair
broken fingernails
assertive
angry
naturally timid
desperate
not quite sane
giggles
drools
big ears
small ears
cauliflower ears
pierced ears
untidy
stinks
wears broken sandals
wears a scarf
wears a jacket with bulletholes
tiny chin
hollow cheeks
oily hair
greasy skin
wrinkled
sagging skin
large lips
thin lips
scar over shoulder
bite marks on cheek
bite marks
bite marks on fingers
thirsty
long eyelashes
knobbly knees
square chin
tribal marks
grey hair
white hair
red nose
veiny
broken blood vessels in cheeks
long legs
gassy
dreadlocks
Hare-lip
Blue eyes
High cheekbones
Pony tail
Murderous look
Blue war-paint
Grass reed necklace
Scratches on face
Always sneezing
Hacking Cough
Stutters
**********************************************
regards MuscularTeeth
ps im an artist so will be looking on how to make new textures for people to use too.
The RimWorld modding system is already fantastic, but there are some tweaks that would make it even more powerful.
Since C# is not a language that permits monkey patching, the most helpful change would be to mark more methods as virtual and more variables as public. I had to do a pretty hacky thing here to get around the fact that the Drafter class can't be overridden: https://github.com/mispy/Mechatronics/blob/master/Source/Mecha_Pawn.cs#L83
Of course, there's a bit of a tradeoff there between availability to modders and maintaining good structure of the game code. It's also possible there's another way to achieve the same thing that I'm unaware of.
Also, for the sake of mod compatibility, it'd be nice if recipes attached themselves to buildings rather than having buildings list their recipes. This would prevent conflicts between two mods that add recipes to the same building. For example, instead of:
<ThingDef ParentName="BuildingBase">
<DefName>TableMachining</DefName>
<recipes>
<li>ButcherCorpseMechanoid</li>
</recipes>
</ThingDef>
Use:
<RecipeDef>
<defName>ButcherCorpseMechanoid</defName>
<buildings>
<li>TableMachining</li>
</buildings>
</RecipeDef>
Though again there may be a better way to achieve the same thing.
How about the ability to lock and unlock doors to control traffic and if need be, keep the damned colonists from running out into a enemy ambush inorder to sweep the walk?
Either remove the message "table needs chairs", or add another table shaped furniture to place meals on, or add the option to zones that pawns are not allowed to move over them. The last suggestion I like the most as this could be very well used for "traffic shaping" :-)
Refrigerators - Anyone else notice meals don't stack? You also notice they spoil? They take up a lot of space, don't they? How about a simple 1x1 refrigerator that can store up to 10 meals of the same kind? They are built out of metal, use power and look (and work) like a hopper. You can see the kind of meal and the x1 - x10 on it, knowing how much it holds. Meals in a refrigerator spoil at 1/4 speed unless it loses power (in which case, they spoil at full speed). This would make meal stockpiling a lot more practical.
Wood Chairs and 1x1 Tables - I think these are pretty self explanatory. Call the 1x1 table a desk.
Outdoor Lights - Something that fits in a 1x1 area that casts light, but does not short out in the rain. Color versions exist once you research colored lights.
Quote from: Anrock on June 07, 2014, 01:24:13 PM
Option to make colonists paths visible even when they are not selected.
(by "path" i mean that white line that shows where colonist is going when he is selected).
Further improvements:
- Overhead bubble with pictogram showing what colonist is going to do. Like ".zZ" - going to bed, fork and knive - going to eat, hammer - building something etc. Also, happy\sad thoughts or reactions like "hungry", "seen corpse".
- Show item that colonist is hauling. Could be implemented like small size sprite of carried item near hands.
These would be really useful, but personally I wouldn't want to see them all the time (even if it's optional).
I suggest that when you hold for example Alt, it shows paths and current task bubbles for all colonists.
Thought bubbles could pop up as they occur, and fade after a few seconds. (The Rims.)
Edit: Hauled items already show up.
The ability to rescue broken/wandering/starving people from other factions wandering your map.
In my last game, there was a character from a neutral faction wandering the map starving and near death, and I wanted to "capture" them to nurse them back to health. The only way to do so was to put a colonist into "draft" mode and capture them, and the faction became hostile in response.
It seems it would be relatively easy to add a 'rescue' option when someone is in distress but not incapacitated? Rescuing them should be a positive influence on faction relations.
long term statistics:
number enemies killed(break down by type)
mullafo hunted
food farm (break down by hydroponics and dirt farming?)
A really simple suggestion: Can we get a visual of character's statistics? Especially in the initial colonist selection screen, having some "status bars" in addition to the numerical value would make it a whole lot easier to tell at a glance what a character is good at.
At present, my eyes are naturally drawn to the "flame" graphics (which judging from a lot of "Let's Play" videos new players mistake for ability rather than passion). In the same vein, the "progress bars" in the character info pane at first glance look more like overall aptitude in skills rather than "level up" progress.
If bars are too difficult or take up too much screen real estate, even a gradient system like you have set up in the "Overview" screen would be good.
I have been playing this game for sometime now, and i would like to make a few remarks:
1- I would really appreciate some way of sorting my colonists on the overview tab. Like so many RTS games that sort them out by function. Once over 20 settlers it gets hard to organize them.
2- Maybe this is asking to much but i think those ever collapsing rocks [from thick roof collapses] should have a spawn limit, like if you destroy it 3 times, the thickness changes and the roof collapses into simple rocks.
3- Just a aesthetic thing, If rain would actually clean blood from the map would be nice, i have played games of 300+ days and parts of my map were just RED from blood.
Somewhat inspired by a previous idea, but completely separate.
Could we make the path tracks for the colonists color coded? Could pick for example the main color of their garment, or just assign suitable colors from a list. (Probably better, since tribals all have pretty much the same color, and not all colors might be easy to see. In that case, make sure a particular colonist keeps "his" color until he dies.)
This would make it easier to see who is going where when you have multiple colonists selected. (Or if, you know, there was a way to easily toggle paths for all colonists on and off. (http://ludeon.com/forums/index.php?topic=174.msg39573#msg39573))
It'd be nice if lamps showed the area they light up, both when you are trying to place them, and if you select them. (Like the sun lamp does.)
I like placing lamps where I expect enemies to show up, but don't want to light up my own positions or turrets.
An unforbid tool in orders
permits any objects within the selection if they're currently forbidden
to make post-battle clean up faster if it's in a messy/large area
A button on crafting stations, to push its current bills to all other crafting stations of the same kind.
Most of the time when you make changes in for example how many you want to aim for, or if you add a bill, you want the other crafting stations to have the same tasks.
Battle-stations buttons like FTL has, militia-ising every colonist and sending them to the saved positions?
Maybe in orders, one to save positions and the other to activate or something.
Probably already on this list.
Flare/Smoke - Just to remember important stuff on the map.
I don't think it's been suggested yet, so:
Default Bills
All crafting objects come with default bills. Crematoriums have Do Forever burn Human Corpse. Cook stoves have Do Forever cook Simple Meal. Butcher tables butcher non-human corpses forever. Stone cutter benches make infinite stone blocks.
These aren't meant to be permanent bills, just starting bills. It slightly simplifies things.
Sync Bills
An option to keep bills in sync for all same-type crafting stations. Default is On. (I truly can't think of a reason to have different bills on things, but that may just be my play style.)
Darker nights would be nice.
Having the home area automatically designate reparing and cleaning is great for interior areas; but not so much for exterior areas.
There are things like outside walls and turrets I want to keep repaired, but I don't need my cleaning ladies sweeping up the sand around them, too.
Just having one or two more zone choices would fix this. Keep the home zone to have both, and have either just a seperate repair zone, or have both a seperate repair and cleaning zone (though I can't imagine why you'd want to clean something you wouldn't also want repaired).
There are many request to add creation of space ships. A simple starting step could be to add a space ship engine / pilot block.
It could only be placed on metal floor and requires a lot of metal to build. Once build it has a task "jump" that will jump you into a new world. Everything on connected metal tiles will be taken along. If the metal floor is not surrounded by metal wall/door everyone dies. Everything outside this one metal room is left behind.
It would act as a rescue option and it would keep the game going if I done or tiered of a map.
Quote from: billerinstinct on June 16, 2014, 06:11:34 AM
Darker nights would be nice.
Darker nights would be awesome. It would give such an eerie feeling to not know what goes in the deep dark corners of the map, or even in the corners of your own base, forcing you to put lights everywhere.
Quote from: StorymasterQ on June 16, 2014, 08:09:06 PM
Quote from: billerinstinct on June 16, 2014, 06:11:34 AM
Darker nights would be nice.
Darker nights would be awesome. It would give such an eerie feeling to not know what goes in the deep dark corners of the map, or even in the corners of your own base, forcing you to put lights everywhere.
Especially in the early game when the lights go out over night until the solar panels come up again in the morning.
It'd be brilliant.
I think it would be really useful to have power stats.
POWER BEING PRODUCED
POWER BEING USED
maybe even on a sliding bar so we know how much power we've got and when we're about to run out.
When trading, it would be good if prices were handled with decimals, so that the social skill of the colonist actually had an effect on the cheaper things, such as wood and potatoes.
I'd suggest rounding fractions in the traders favour when it comes to actually sending/taking silver from the surface, to make sure you can't abuse the rounding by selling items one at a time.
I don't if this has been suggested yet, but what about a "hold-fire" command for colonists?
Quote from: Tynan on October 09, 2013, 12:38:08 AM
New kinds of behaviors are really expensive.
I know that Tynan has said this, but isn't there already a system not too unlike this already?
It could be toggled on and off like drafting, could default to off, and could be reset after being drafted/undrafted.
Whaddabout a technology that lets you develop a radar system with a countdown to the next Assault on your Colony ?
Bananas and monkeys...
Craft wood into a plank weapon, do double melee damage but can't hold a gun at the same time (Slower movement speed?). Would also hit everyone in the three tiles in front of the character, good for tribe zerg rushes the the like.
I think it would be nice if there was a toggle on tree farms that allowed you to set auto harvest. As it is now if I don't keep track of them the trees die and need to be replanted wasting 20+ days of growth.
Spike traps. A simple copy of sandbags, but without the cover, so that the great mass of sandbags that people put at their base entrance to slow down raiders looks less like an exploit.
This could be the place holder graphic > ;D
You know how the 'Table needs chairs' alert shows up right after you build a table? I suggest that it should not go away unless the chair is facing the table. That, or make them auto-orienting (aka, swivel) as someone else suggested.
Quote from: milon on June 24, 2014, 01:12:48 PM
You know how the 'Table needs chairs' alert shows up right after you build a table? I suggest that it should not go away unless the chair is facing the table. That, or make them auto-orienting (aka, swivel) as someone else suggested.
I suggest that this text should be toggable since its annoying at some point
Cheap ideas:
1. Log of game messages/events to external text file to easily share game stories/AARs. Generate a basic status report daily of colonists, supplies, weather, etc.
2. Sleepwalking colonists.
3. Raiders slaughter wildlife herds, like Buffalo Bill, or off-worlder hunting trips.
4. Snakes.
5. Ghosts of dead colonists appear occasionally wandering around at night near their graves or old bedrooms, scare colonists for happiness hit. Haunted rooms penalty.
Echoing a few suggestions....
lockable doors
the ability to see numerical values on the colony member screen within the skill boxes
sortable colony member page to make manual tasking easier
battle formations? not sure how easy this is to add as I'm not a coder but many games obviously have it and
have worked out how it is done .... maybe some other code is available for reference
loaded games starting in the paused mode
The ability to prioritize cooking, currently if i have two bills, in any order, cooks will randomly choose, i have a 3 star chef and a 10 star chef so my stove needs to have two bills, one for fine, and one for simple, then my 10 star chef gets lazy and cooks a simple meal instead of a fine.
Alternatively scrap the the bill, and just make it so the chefs will cook the best meal they can possibly cook, this way my 3 star chef who is can't do anything bar research and cook, can actually acheive something without my 10 star chef creating bad food.
Being able to select what foods a colonist is allowed to eat would be nice. We could set prisoners to eat only paste or simple meals so they wouldn't eat all your expensive meals. Or set the other colonists to eat lower tier food so you can build up your stocks of luxury meals you're making for a unhappy, nearly psychopathic colonist.
i havent yet read through all 62 pages so far, but here are ideas meanwhile:
* RESEARCH - Gunsmithing: allows you to craft guns, could be different levels of research to craft different or better guns, and/or parallel researchs to craft specialized types of guns.
* PRODUCTION - Gunsmithing Bench: used to make guns
* BILLS/ITEMS - Gunsmiting Bench>Craft pistol/rifle/etc. depending on researched (guns already exist, it would just be bills allowing them to be produced)
* BILLS/ITEMS - Gunsmiting Bench>Craft gun augmentations (attachable upgrades to guns - scopes, reloaders, cartridges, grenade launchers, bayonets, flamethrowers, etc etc) (this could allow for modders to just make a custom augmentation, and the corresponding resulting weapon)
* BILLS/ITEMS - Gunsmiting Bench>Craft augmented gun (use the base gun + attachable augmentation as ingredients and spawn the corresponding gun class item)
* BILLS/ITEMS - Gunsmiting Bench>Detach augmentation (take upgraded gun, and spawn base gun and attachable augmentation separately.
* BILLS/ITEMS - Gunsmiting Bench>Disassemble gun, (take base gun, and return its components)
* STRUCTURES - Bulletproof Walls/Doors: still susceptible to melee, but immune or very resistant to ranged fire attacks.
----
* RESEARCH - Wireless Power/Electricity: allows you to transmit electricity within a given range without the use of metal wires
* POWER - Wireless Power Transmitters: can receive and send power wirelessly to other transmitters, but needs to be wired in order to to emit power from a source, o transmit power to another cable. maybe electrical devices can directly receive power wirelessly from the transmitter, or maybe they need to be connected to it. maybe another research is needed to would allow them to receive the power wirelessly straight from the transmitter.
* ITEM - Charcoal: from burning wood
* POWER - coal-burning power/electrical engine: generates electricity by burning coal (or less efficiently wood)
* RESEARCH - Solar Panels: allows building solar panels to generate power, making the coal generator a 1st Tier power source, and stepping solar panels into a 2nd Tier.
* RESEARCH - Thermal Generators: allows building thermal generators, making them the 3rd Tier and most reliable power source.
(all of these could be part of a Power Research Tree)
* POWER - Mechanical/Hand Operated Generator: could be used when super low on resources and low Tier, doesnt consume fuel, works at night, etc, but requires someone to be continually operating it to produce power, or else it produces no power. maybe the operator would get hungry and tired faster than normally.
* PRODUCTION - Mud/Adobe Oven: can be built out of dirt (ie: nothing so far) and burn wood or cook bricks
* ITEM - Mud/Adobe Bricks: made out of dirt and heated in the oven
* STRUCTURE - Mud/Adobe Walls: quick and cheap solution for building
* STRUCTURE - Mud/Adobe Brick Walls: much stronger than simple Mud/Adobe Walls, but not as resistant as Stone Brick Walls
also: the ability to use coal/wood as fuel to cook food instead of electricity.
---
* ITEM - minable rocks (as they already exist in the game) from mountain sides: when you mine rock walls sometimes you stones (the better the skill, the higher the chance), like the ones found else where, used to make bricks.
---
* MISC - Box: 1x1 object to store item stacks, like a stockpile but only takes 1x1 space and has a limited storage capacity
* MISC - Trunk/Chest: 2x1, like the box, but stores more and takes a bit more space
* MISC - Cabinet : 2x1x?, like the chest, but "higher", can store more, same size footprint as the trunk.
---
i think most if not all of those followed the criteria of easy to build and implement, as small separated modlings with incremental results
i dont know if these would be simple to add in:
* desensitization to prolonged exposure to violence/death : ie - characters no longer getting freaked out for seeing death for the 1000th time, or beatings, etc
* affinity for violence after a prolonged exposure : ie - a likelihood that a character will develop past desensitization and towards an enjoyment for violence
* affinity to cannibalism: the idea that characters will rejoice in eating their enemies or victims
* aversion to human flesh: the idea that characters (specially foreign ones) will be deterred by seeing a colony's use of human flesh. ie "oh shit, they're cannibals! they eat people! is that an arm?!"
but also not having to eat human flesh to feel ill, but rather even just see it ("hideous environment", "saw human corpse", "saw human flesh" aka "saw MUTILATED human corpse")
that just took a dark turn, but oh well
Flesh-eating traders that buy corpses
For that little bit of extra pocket change
Quote from: sexualjesus on June 25, 2014, 11:42:11 PM
The ability to prioritize cooking, currently if i have two bills, in any order, cooks will randomly choose, i have a 3 star chef and a 10 star chef so my stove needs to have two bills, one for fine, and one for simple, then my 10 star chef gets lazy and cooks a simple meal instead of a fine.
Alternatively scrap the the bill, and just make it so the chefs will cook the best meal they can possibly cook, this way my 3 star chef who is can't do anything bar research and cook, can actually acheive something without my 10 star chef creating bad food.
In my game the cooktop already has a priority; whatever bill is first on the list will be done first. Whoever gets to the cooktop will do as many bills as they have the time and ability for. If you have the fine meal first on the list and the 10 level cook comes up they will cook the fine before the simple and if the simple was first the person would do that first then do fine. However, if the level 3 shows up to cook it will only make the simple meals because they cannot make the fine. All of my cooktops are set to “make until you have X†so this could be different for other options but why use any other option? I disagree with your scraping the bills all together. I have two cooks that can make lavish meals but I choose to keep them building fine because lavish use double the resources and I don’t need the extra happiness boost from lavish.
* Squirrels could occasionally (about as often as they go insane) try to nibble on the nearest power cable left outside. If they chew through it they get electrocuted and die.
QuoteBeing able to select what foods a colonist is allowed to eat would be nice. We could set prisoners to eat only paste or simple meals so they wouldn't eat all your expensive meals. Or set the other colonists to eat lower tier food so you can build up your stocks of luxury meals you're making for a unhappy, nearly psychopathic colonist.
Reading this made me think of something I tried to do that didn't work as expected.
I tried to install a paste machine in the prison area so that prisoners could feed themselves (I had the hopper behind it so that my colonists didn't have to go in the prison to put stuff in the hopper.
The prisoners were still delivered meals. So I turned off the 'gets food' so they didn't get delivered meals. They starved (even though the paste machine was in the room). And I know the paste machine works because at one point I had no meals cooked (the power was out to my oven, but not my dispenser) and my colonists ate from it.
I don't really 'get' the point of the paste dispenser because the cook oven is so much better, I thought it was for prisoners, but it apparently isn't.
SO, to sum all that up into the 'cheap ideas'....
* allow prisoner AI to use the paste dispenser when hungry if one is accessible.
fire-extinguisher turrets. [cheap, low-hp, require energy, dont explode when damaged]
should request minimum coding since the fire-detection is already there. and the turret "template" too.
If this is all about the stories, why not record them in a diary? I'd have thought it'd be relatively easy to just generate a simple text version -
"Dear diary, day 14. Today was a good day. We finished building our geothermal generator, and AJ the Medieval Minstrel joined our colony."
"Dear diary, day 17. Disaster! Raiders from the Grey Knives attacked, blew up two improvised turrets and then shot Lestrat. Katten was injured, and had a mental breakdown when she saw the bodies."
That'd make for quite a nice record of it all.
Have the "orders/plan" tool print to screen the total number of currently highlighted squares.
More random cheap ideas:
- Research Tables
Research tables should use a Bills system like the crafting tables. That way, multiple crafting projects can be undertaken at once. Additionally, multiple researchers could collaborate on a single project. - Doors are not cramped
Doors should not be considered "very cramped rooms". Watch a colonist's thoughts when they walk through a door. Weird, eh? Maybe a good solution is to not let doors contribute to the cramped/spacious room thoughts, or simply set all "door rooms" to a neutral/hidden thought that affects happiness/mood by 0 points. - Priority Screen
Manual priority tweaks should all be applied at once when the priorities screen is closed. Super minor detail, but I started a new colony and on day 16 I switched to manual priorities. Because priorities are applied on-the-fly, a colonist dropped what he was doing to do something else - which was a lesser priority after I finished my tweaks. - Running Totals
The game should track a running total build cost for everything I've planned. It currently shows the cost of a single set of plans until I place it, then it goes away. If I have 40 metal in stock, I can build a small wall with it. But I'd also like to know how much I need for the suite of rooms I just laid out. Maybe it could track the total build costs in the top-right of the screen?
There should be another game mode or you can just change the entire game and make all of the tribes and different groups all live and have their colonies inside of the map, and then give the map a fog of war so that you can explore and find other tribes and such and be able to attack them and raid their colonies.
Also I think there should be more animals like horses (to make travel faster or create a battle advantage to colonists on foot) And other animals that give a wider variety to food.
I've seen a few other people suggest this already but melee weapons would be a cool addition too.
None of you guys really get this whole 'Cheap idea' concept, do you? ;D
Quote from: Austupaio on July 02, 2014, 11:00:33 PM
None of you guys really get this whole 'Cheap idea' concept, do you? ;D
Darker nights sounded pretty cheap..
New animals: Chicken. Cheep cheep, motherf*er.
Two more cheap ideas: Object Reservation
I'd like the game to tell me (in the lower-left corner of the screen) who is currently reserving an object I click on, ie. Fire in the home zone, a conduit blueprint, or my half-constructed geothermal generator. I hate cycling through my colonists or attempting to prioritize a task just to discover if someone is already doing it or not. This should be a fairly simple addition to the game.
I would also like to be able to override a current reservation. Sometimes Johnny wants to put out a fire on the other side of the base, which means Omar (who is right next to the fire) can't touch it. Which means is spreads more. It's fine if Johnny wants to help out, but I'd love to be able to tell Omar to handle it anyway and let Johnny find a new task to do. (My current work-around is to recruit Johnny, tell Omar to prioritize the fire, then un-recruit Johnny. A little annoying.) I picture this change by tweaking the right click menu to say "Fire is reserved by Johnny (override)". Again, should be fairly simple to implement.
my idea is not to add any new items but a small settings tab for something... the turret, it should have a setting tab were you can chose if it shoots anyone, just animals, just opponents and what not
i don't believe this would be to hard to implement as i am a coder myself and i can see that there are already such mechanics for other things
oh and also have it so you maybe don't have to capture people to get new members... oh and maybe a slave system were there like normal members but you can trade silver and other materials for them
Save data of colonist lunched in ship ( cloths/equpments/skills) and add ability to use them on next new game
Make power conduits less easy to see, like put sand or dirt covering them a little bit but still see them when placing things.
Also put vehicles in the game with the mechanics being the walking speed but with a different animation.
I think it would make sense if guns limited movement speed, not just clothing/armor. I mean, a minigun would probably be pretty heavy, right?
I'd like to suggest some kind of drug production. some kind of 'happy pill'.
That, or a way to STOP MY PRISONERS BREAKING DOWN AND KILLING EACH OTHER!
Seriously! I can't describe how annoying it is that i've lost three prisoners to one unstable sumvavitch!
Roof-Lighting. something that illuminates a room and takes a little power, but nothing you could grow with
waterproofing research for sun-lamps (if nobody else has suggested this, then i'm shocked... but i wanna add a +1 to the list)
Packed lunch. The option for a collonist to take a lunch-box instead of a weapon. carries one meal / food heap
the option to 'rescue' a stranger from an escape pod... why take them prisoner? aren't they from the same ship? "Hi, I'm Russ from E-Deck. Can't remember me? that's ok. I'm taking you prisoner. How's the family?"
Animal pens / lures / breeding and farming options (milking?)
Entertainment systems (EG, music device. prioritise to exchange time for happiness)
the ability to prioritise sleep and food (colonist. Serve thy self)
Also; FIRST REAL POST. Hey all.
Changing Package survival meal priority, so colonist wont run to eat it thrugh entire map even when they got a meal ready in base.
Stacking apparel of the same kind ( color dont know, depends if there will be dye`s , if they are planed then color dont matter while stacking )
After beating sige raiders turning thier sandbags and mortars ( the ones that are left ) to colony so the can be sold and their resources reuse.
Ability to for colonist to get atleast some bonus from envoirment beauty while sleeping, since at the moment thers no point of throwing anything in the room beside lamp and bed.
i'd like a way to prioritize certain jobs, like construct something, gather something, etc. maybe when selecting something to build or to do, you can use one of three priorities.
also i'd like a way to gather certain clumps of stuff that is not necessarily haul-able, like a gathering of metal, without having to prioritize each individual pile of metal.
Here's a cheap idea. Modular Science Platforms with different equipment sets that can be installed and harder to gain research. Same thing as droids I guess but more for researching. Example- Space junk lands nearby, you don't know if it's unstable or not so you can use a rover to evaluate it through scanning and probing mechanism that you've installed(researched) on it. The Rover then collects data and when it comes back to a "Rover Diagnostics and Data Recovery" station you gain a boost in whatever research the random space junk would carry on it.
Great idea for those who play things safe and try to be realistic about how they handle situations that may be dangerous. Combat rover's or even EOD rovers (Could disarm enemy mines/charges) like the Talon Military Rover could add a whole new game play style. Though I think a limitation to balance would be to that in order to work a rover a person must be drafted and be at the "Rover Control Workbench" and must have a skill of researching of at least 15 with a 10 in any sub skills like shooting or EOD if that get's added in.
How about challenge maps? There would be a preset 3 colonist and map for everyone. Goal can be to accumulate this of a good, kill # raiders, build escape ship, etc...
Perhaps reward with in-game rewards for completing them or just achievements.
Could be monthly or so. I like what Anno 2070 does with those timed scenarios it has and they inspired this idea.
Setting a minimum amount for bills, so that if a stockpile dips below that amount, more will be made up to the minimum. Ie, if the a min amount of simple meals is 10, then whenever there are fewer than 10 meals in the stockpile, a chef will cook more until there are 10 in the stockpile again.
Add some kind of indicator on the Overview window so that colonist jobs that are affected by "Interested" or "Burning Passion" modifiers are noticeable without having to click through individual colonists.
Something like this:
(http://i.imgur.com/JVVrlz3.png)
From a data point of view I would guess you'd have easy access to the "passion" flag while drawing the Overview as you already know colonist skill levels.
I understand though that some jobs, e.g. hunting, are affected by two colonist skills (melee and shooting), so I'm not sure exactly how you would indicate that.
Quote from: artemas on July 07, 2014, 05:28:00 PM
Setting a minimum amount for bills, so that if a stockpile dips below that amount, more will be made up to the minimum. Ie, if the a min amount of simple meals is 10, then whenever there are fewer than 10 meals in the stockpile, a chef will cook more until there are 10 in the stockpile again.
You can do this already if you click into the Config button of a bill, hit the "Do X times", then change it to "Do until you have X". Hope this helps!
I already put it up as a mod, but I'll suggest it for the standard version.
Manned Machine Gun turrets. My thought is simple. Take the mortar turret base, stick on the Improvised Turret's turret art. Improve the HP a bit to balance out the fact that it is going to be directly in the line of fire and give it a gun that isn't completely awful (like the L-15 LMG).
Took me about 15 minutes to mod it and I think it adds a lot of flexibility to base defense. It's effective without being overpowered and enough of them gives the advantage back to the defenders without making victory a sure thing.
Hell, if you want, here is the mod. It's yours to do with as you will:
http://ludeon.com/forums/index.php?topic=4601.0
1. The ability to rescue members of allied factions instead of capturing them.
2. Traps; trench or a camouflaged pit to capture or kill enemies (spike pit for killing enemies).
3. Windows; replaces a wall block like a door, but is really fragile and can be shot through and used as cover.
4. Sniper perch; increases a colonist's aim with a rifle if they use it as cover during a raid, hard for raiders to see.
5. Simple Achievement system (first room, first converted prisoner, etc.)
Quote from: Telkir on July 08, 2014, 09:30:43 AM
You can do this already if you click into the Config button of a bill, hit the "Do X times", then change it to "Do until you have X". Hope this helps!
Thanks, I totally forgot about how to access it.
A medic in the colony!
*Add ability to release prisoners.*
Now that factions have been introduced to the game, it would be cool if there was a way to release prisoners of friendly factions and getting a relations bonus or money/ resources for doing so. Released prisoners should either be escorted or just walk off the map peacefully. Or the faction could come to your base to pick them up and drop off the loot. There could even be bounties for members of a faction from other factions.
Awesome game btw! 8)
*Show outline of blast radius when building turrets.*
I always build my turrets too close together and when one goes, they all go. Could you add a radius indicator when constructing turrets, and/or reduce damage done by explosion so there isn't a domino effect when they explode.
Thanks :)
A New Mechanoid: The Drone.
A balance between the strong but slow Centipede and the Fast but weak Sycther
Has either a charge rifle or an incendiary launcher or a grenade
A New Type of Faction: Nomads
A more wanderous type of outlander and are more likely to appear on the map and can trade personally.
Another Type: Escapees and Refugees
People on the Rimworld trying to survive their forced conditions. Always start warily but they have better equipment than the outlanders
It would be good if metal dropped by enemies and enemy structures (mechanoids and mortars) were automatically forbidden when they are dropped. The way things are, it can lead to colonists getting themselves into dangerous situations going out to collect metal from a dead mechanoid or a blown up mortar in the middle of a siege.
Quote from: ogto on July 06, 2014, 05:53:11 PM
i'd like a way to prioritize certain jobs, like construct something, gather something, etc. maybe when selecting something to build or to do, you can use one of three priorities.
You can already do this. Go into the Work tab of the Overview screen, and set it to Manual priorities (green checkmark instead of the red X). 1 = highest priority, 4 = lowest, blank = don't ever do this.
Quote from: kirasaw on July 08, 2014, 06:57:38 PM
A medic in the colony!
The Medicine skills isn't in game yet, but it's planned. That's why the Doctor job exists in the Work Overview. Once it's implemented, anyone with sufficient Medicine skill and appropriate Doctor priority can be a medic.
Lockable doors. They're automatically locked for enemies, add a toggle/lock them for your citizens as well.
Quote from: Klaatu on July 10, 2014, 07:03:37 AM
Lockable doors. They're automatically locked for enemies, add a toggle/lock them for your citizens as well.
I've added this in my Miscellaneous mod. There you can lock the doors even for your own colonists and they don't even try anymore to go through it :)
Here's a few suggestions,
Toilets, they could increase the colonists happiness as they no longer would have to go outside (or are able to go to a toilet)
Saboteurs? Raiders could pay/entise unhappy colonists to sabotage an aspect of a colony before a raid or leaving
Just a few suggestions :)
Also, the ability to start a colony from a previous one, teleport to other map?, With the resources of the first colony?
I have been playing a lot lately and have found it rather annoying that I miss the message that I'm being attacked and am constantly surprised when attackers show up. I suggest automatically setting the game to pause or slow when a red message arrives that way I will actually notice the notification.
Carnivore / Omnivore animals or plants. They can either be predators and attack, or be scavengers (or both). Bodies accumulate without true decay in this game. Scavenger animals could eat stray meat & corpses like current herbivores eat plants / human food.
Carniverous Vegetation could be hostile to small animals and possibly humans if psycho. Main difference is they don't move.
Or: Decay for corpses means they disappear after x time. Could be days, weeks or months, but when 50-100 tribals show up every week... the corpses just pile up faster than furnace can burn them. Have to resort to grenades.
Yes, I do have a corpse pile-up problem.
More "personal" items would not go amiss. The game is set up to want pretty large individual rooms (not sure what the exact parameters are, seems to be a bit over 25 squares?), but there aren't really many things to put in there. Plant pots seem nice, but screw with the priorities for your gardeners so you don't really want to put those in colonist rooms (honestly I think they should be changed to not need replanting, otherwise the metal cost seems a bit obscene on top of the priority issues they cause). Give us a chess board, a bookshelf, maybe even a proper rug. Just some simple decorative items to make things look more fleshed out. Relatedly: Make it possible to carry meals in a stack or something. It looks cool to have individual tables spread out, but given only one meal can be carried at a time, it's really inefficient and just penalizes creative colony design.
I think it would be nice to make the haul order function more as a "prioritize hauling" than what it is now. As it is, you kind of have to manually send them out in that direction, and even then they might decide they're not too interested in carrying it and will only pick up one or two items instead of everything. Not sure how easy this adjustment would be to make, though. (At the very least, try to make improving hauling a priority in a soonish build. It's not terrible yet, but I feel like as you need to add more resources and crafting, the problem will just exacerbate itself.)
Make there be
some way of dismantling/repairing things that were built by someone else. After a siege, you pretty much have to send someone out to stand in a field and shoot at a mortar until it blows up, which is silly. And if you take a pre-built stone building over, your colonists refuse to repair the walls, even if it's in your homezone.
Related to walls: Make it possible to replace walls/doors by putting a structure build order over them. It is extremely annoying that you have to dismantle them before you can rebuild them if you decide to change things.
It seems as though story events are somewhat scripted (that is, if you have a raid come up and reload a save a few days prior, the raid still shows up the same day), would it be possible to have a way of predicting that? Less so for raids (that will probably have to wait until the faction system is more well-established), but for weather reports and whatnot, maybe? Could just serve as a new research item that allows the forecast.
This one may be pushing the lines of cheap, but I think it's feasible in a limited way right now: Prisoner labor? It'd probably be difficult to have fully functional, but I think it wouldn't be too hard to set it so that they can fulfill orders within their prison room (cooking/growing being the most obvious applications, mining probably would be a bit more of a pain to have operational).
As a research option: "Packed dirt/sand". Basically the exact same thing as smooth stone, just for outside of the caves. I understand limiting the free flooring early on, but later in the game it's more of an annoyance than anything else. Throwing this thing in would probably let you delay when you inevitably work on vehicles by about four builds, lol.
Would it be hard to add in a slight boost to goodwill when you kill an enemy of a faction? I'm assuming this is planned regardless once factions are more important, but it'd be nice to help repair the damage from requesting allies to fight someone that supposedly you mutually hate.
Quote from: Jstank on July 10, 2014, 06:50:14 PM
I have been playing a lot lately and have found it rather annoying that I miss the message that I'm being attacked and am constantly surprised when attackers show up. I suggest automatically setting the game to pause or slow when a red message arrives that way I will actually notice the notification.
ETA:
This. It surprises me that it's 2014 and it's still not standard for games like this to have a "pause on event" toggle option in the settings. It would be greatly appreciated.
I want a wheelbarrow, similar to Dwarf fortress which helps transporting goods and materials.
Quote from: Headshotkill on July 11, 2014, 04:02:20 AM
I want a wheelbarrow, similar to Dwarf fortress which helps transporting goods and materials.
Given we're on a sand planet (with snow in the files but unused), I think that a sledge would make more sense than a wheelbarrow. Those tend to get stuck.
I agree, though. Easier long distance transport would be nice.
Quote from: theapolaustic1 on July 11, 2014, 04:16:37 AM
Quote from: Headshotkill on July 11, 2014, 04:02:20 AM
I want a wheelbarrow, similar to Dwarf fortress which helps transporting goods and materials.
Given we're on a sand planet (with snow in the files but unused), I think that a sledge would make more sense than a wheelbarrow. Those tend to get stuck.
I agree, though. Easier long distance transport would be nice.
Oh, I thought of dumping rocks outside from caves and stuff...
Add an option ,,turn off giving up"
I hate this.
1.Land after the accident in space
2.Building a base
3.Build solar power plants
4.Build turrets
5.All people give up and leave the colony.
6. Alt+f4
Quote from: TheOcean on July 11, 2014, 08:15:16 AM
Add an option ,,turn off giving up"
I hate this.
1.Land after the accident in space
2.Building a base
3.Build solar power plants
4.Build turrets
5.All people give up and leave the colony.
6. Alt+f4
- Hit escape.
- Check "development mode"
- Click the far left option.
- Disable mental breaks.
You're welcome.
thanks dude! Finally i can play.
Loving this build (mortars are fun if you can hit anything) so far but one small problem I'm having is that the incendiary mortars used by the opposing factions can light fires through thin roofs which makes putting a geothermal generator under a constructed roof not the best thing as any fire near the middle of it rather hard to perhaps adding an "Thicker roof" option like the no roof region would be a good idea or at least make it automatic over the squares you can't lay flooring on underneath it. Or perhaps allow colonists with power armor to go to those tiles taking damage over time from the heat (may also allowing them to lay floor tiles down).
The more i think about it the less i think it to be a "cheap" idea but what about the ability to "upgrade" structures and furniture?
Example being wood walls => metal, wooden doors => powered, lamps => colored lamps
Rather than having to micro manage like crazy, make it so you can disassemble and then build in its place without the leg work in between.
Now for some real cheap ideas:
Shrapnel Grenades (Weaker than frag but only does small amount of damage to structures)
Revolver (Same range as pistol but slighter slower and higher damage)
"Party Crasher" Event (While getting attacked/while they are still preparing to attack, another hostile faction drops in at first factions current location)
"Warning Signs" (Hostiles take a hit to their moral when passing large amounts of graves)
"Dinner and a Show" Event (Two opposing factions appear on the map and then begin waging war against each other)
Dump Storage Energy (Lets you dump out some of the power in your batteries to prevent power surges)
Alt turrets:
Artillery (Not sure how this one would balance out but would be similar to mortar but unmanned and weaker or very expensive)
High Caliber (Fires a single, high damage shot)
Heated Shot (Like the Basic turret but shots have chance of starting fire)
I've been playing this like crazy so I'm sure to come up with more ideas ^^
Hello, I had this idea in my forum post but that didn't get many views at all so just to make sure you guys see it I'm gonna post it in here too since it's probably fairly easy to make.
Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).
Quote from: iskillzi on July 12, 2014, 07:49:19 PM
Hello, I had this idea in my forum post but that didn't get many views at all so just to make sure you guys see it I'm gonna post it in here too since it's probably fairly easy to make.
Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).
I feel like that would make things more annoying when dealing with some colonists. The benefit of high strength wouldn't be as potent as the penalty of low strength early on, and later on you have the population where it's not really important.
What might be cool as an alternative idea would be for melee to increase their base HP, though. It makes sense to me that the badass bruiser type guy would be able to take a bigger hit than someone who never moves to the frontlines, and it would make them better at melee as well, so it fits the current skill description.
Quote from: theapolaustic1 on July 12, 2014, 08:20:47 PM
Quote from: iskillzi on July 12, 2014, 07:49:19 PM
Hello, I had this idea in my forum post but that didn't get many views at all so just to make sure you guys see it I'm gonna post it in here too since it's probably fairly easy to make.
Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).
I feel like that would make things more annoying when dealing with some colonists. The benefit of high strength wouldn't be as potent as the penalty of low strength early on, and later on you have the population where it's not really important.
What might be cool as an alternative idea would be for melee to increase their base HP, though. It makes sense to me that the badass bruiser type guy would be able to take a bigger hit than someone who never moves to the frontlines, and it would make them better at melee as well, so it fits the current skill description.
True it would offset the early game quite a bit, but there are ways to balance that out such as less maximum carry amount say 125 for example and minimum at 50, then anyone with say 5 would be able to carry 75 the current default, and most characters usually end up with decent melee even if you're not looking for it anyways.
But I like your idea as well, currently no way to increase hp is a bit annoying but if melee changed max hp then we would have some seriously increased difficulty during raids, imagine about 50 enemies coming at you and approx 20+ with over 150 hp + their armor, it'd be scary..
Really I'm just trying to figure out an easy way for Ty to make better hauling production for everyone who wants that without the need to create some sort of vehicle or mount coding.
"Sadist" "Evil" "Psychopathic" or "Masochist" based traits that give positive moods when killing, or seeing others dead, when wounded etc. Simply add positive moods of various values with the same triggers as the other traditionally bad ones. These characters would give variety, and resilience against combat mood breaks (or be especially difficult to take down when facing as an enemy)
Quote from: Klaatu on July 13, 2014, 11:25:35 AM
"Sadist" "Evil" "Psychopathic" or "Masochist" based traits that give positive moods when killing, or seeing others dead, when wounded etc. Simply add positive moods of various values with the same triggers as the other traditionally bad ones. These characters would give variety, and resilience against combat mood breaks (or be especially difficult to take down when facing as an enemy)
I just imagined an "eating disorder" trait that gives a positive mood boost for hungry/urgently hungry/starving and a penalty to their mood for eating. But it still kills them if they don't eat.
That might be just a little bit too real for me to see implemented, though, if I'm being fully honest.
Ironman mode: Only one autosave and saves on close
- Melee weapon
- "Soaked" penalty from rain when not under roof
Animals eat wild and grown crops- Rotten meat from decomposing carcass
- Fluctuating trade prices
- Silver minable
- Throne
Gas reserves catch fire/explode- Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
Quote from: bjo0rn on July 16, 2014, 07:56:04 PM
- Melee weapon
- "Soaked" penalty from rain when not under roof
- Animals eat wild and grown crops
- Rotten meat from decomposing carcass
- Fluctuating trade prices
- Silver minable
- Throne
- Gas reserves catch fire/explode
- Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
Animals already eat your crops and other foods if they can get to them. Don't think they eat the raspberry bushes and agave though.
And are you suggesting gas reserves or do you mean the steam vents?
Quote from: Captain Sho on July 16, 2014, 08:04:54 PM
Quote from: bjo0rn on July 16, 2014, 07:56:04 PM
- Melee weapon
- "Soaked" penalty from rain when not under roof
- Animals eat wild and grown crops
- Rotten meat from decomposing carcass
- Fluctuating trade prices
- Silver minable
- Throne
- Gas reserves catch fire/explode
- Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
Animals already eat your crops and other foods if they can get to them. Don't think they eat the raspberry bushes and agave though.
And are you suggesting gas reserves or do you mean the steam vents?
Never noticed animals eat crops.
I assumed it was narural gas and not steam.
My bad, thanks for the feedback! What about the rest?
A simple wooden platform.
Literally a wooden board on four (4) stilts that provides no offensive or defensive buff,
but purely allows colonists to see/shoot over walls.
I really appreciate the ideas everyone. I'm jotting down notes over here. Thanks :)
Priority zones.
Something like stockpiles but instead of a place for your colonials to haul things they prioritize anything in the highlighted area. If it's a blue print they build it, trees you've marked for cutting they cut it, junk you highlighted to be hauled they haul it, etc. That way instead of having to delete all of your stockpiles, and dumping sights and then switching everyone over to hauling to clear out that patch of boulders the raiders keep using for cover or having to camp on your colonists and micromanage them you highlight and set them to work.
-Water-proof lamps and batteries (more expensive, but more efficient)
-Landmines
-Switches (can turn power on or off to blast doors)
-Blast doors (operatable only by switches)
-Trenches (like sandbags, but less effective)
-Lightning rod (to keep that pesky lightning away from all your valuable buildings)
-Motion sensor alarm (automatically causes all nearby colonists to attack a hostile that triggers the alarm)
- One-way door - As an option on existing doors.
Window - Lets sunlight in. Day-time alternative to lights. (already suggested)- Watch Tower - Provides extra shooting range but offer no protection.
I'd really appreciate it if we could somehow place things like tables and chairs over power conduits; it just makes sense that they could coexist on the same tile, and this change would make slightly more compact colony layouts viable.
Quote from: Nasikabatrachus on July 18, 2014, 07:53:00 PM
I'd really appreciate it if we could somehow place things like tables and chairs over power conduits; it just makes sense that they could coexist on the same tile, and this change would make slightly more compact colony layouts viable.
Good suggestion! This has been my frustration too.
On the matter of Hunger...
Firstly. I was thinking, perhaps those people that are starving could have their body shape become thinner.
Secondly. Perhaps those people that are generated naturally overweight could take longer till they reach starvation.
Lastly. Simple, Fine and Lavish meals could contribute to weight gain. The later contributing the most.
*Remove floor*
Add ability to remove floors back to dirt or grass or whatever, or build dirt tiles. As my game progresses, my base layout changes, and I want to remove a building, but the floor that I put down can't be removed and looks awful. I want to be able to remove the floor and let the grass grow back.
I know some of these have been suggested prior to me, but if I mention them, consider it a "I like this idea too!"
- Underground power conduit.
- Less than lethal weapons to take down invaders. Like stun guns, or a blackjack. Rubber bullet shotguns maybe? Stun grenades?
- Ceiling lights or wall lights to unclutter the floors.
- Trenches that act much like sandbags
- The ability to hotkey colonist, so if I have my go-to team of defenders I can select F1-F8 (for instance) and set them up, or easily select them to retreat from combat.
- Initial customization options for your first three colonist. A hair selector, body type selector, and a gender selector. Nothing that would affect gameplay, like stats or traits, just visual changes. (I would love a system in place that would let you change the colonist's looks as you play, like a barber, but I know that would be a little more complicated and a "down the line" thing).
- Idle colonist sit and talk to each other or something of the like. I find it strange that colonist will wander around aimlessly instead of taking a load off and relaxing in the mess hall, waiting for a job to come up.
Well, that's all I've got for now.
-J.D.C.
Tweaks with behavior
When I have frag grenades my character sits like a dingus waiting for it to explode leaving them open to fire from the enemy (mechanoids lately) no matter how much I spam take cover they do not listen. Perhaps let them run out timer to throw then once the grenade is airborne I see no reason to retain them there any longer since nobody in their right mind throws a grenade and then waits patiently for return fire.
Combat Zone - Designate a zone where colonists who aren't drafted will not go because death and you said its a no-no zone.
Give orders - Go to bed, get something to eat, feed this person
Priorities list - when we give people things to do they sometimes just give us the finger and go off on their own give them a hard list they go through in order
Add a half speed option.
Let me zoom-in at least twice as much.
Add hunting bills to somewhere like butcher's table (or some other way to more easily order animals to be hunted)
Add a stop bleeding order (or make sleeping spot require some resource since if someone's bleeding but I don't have time to take them back to their room I can just make a sleeping spot next to them to stop them from dying)
Let me temporarily take a prisoner even if I don't have bed for one by making the captor guard/carry him until I make one. Or just let me pick up and drop incapacitated people wherever.
Add a tutor for how power works, the existing reminder about having a unpowered structure doesn't actually explain it at all. If someone has a working power source and has a unpowered structure for a while it might be a good idea to explain how you need to have powerline or powersource within 5 tiles of a structure to power it.
Stone door, non-conductive, inflammable, strong and requires electricity to be opened(slower than a wood door and without power might as well be wall).
I think there needs to be more variation in the raids, like easy things!
* Raider has chance to start with single shot RPG that he shoots on 1sqm walls in homezone to breach walled areas.
* Raider has chance to spawn suicide bomb raider that try to kill your men (needs to be taken out before reaching base.) in variation to the mortal raid..
* Raider has chance to start with good mele weapons like machete, baseballbat etc.
* Raider has chance to spawn with a carrying shield that others take cover behind.
i've another cheap idea that would make things better.
If characters with doctor 5+ could heal other ppl when no raid is active with med pack.
(to make it balanced)
Quote from: krockobil on July 20, 2014, 12:50:38 PM
i've another cheap idea that would make things better.
If characters with doctor 5+ could heal other ppl when no raid is active with med pack.
(to make it balanced)
The medicine trait is in there for this reason, and they're gonna implement healing later on.
+ I think that Plant Cutting and Hauling (and maybe Cleaning) should have Melee as their relevant/governing skill.
-- It would make sense to have a stronger colonist be better/faster at these tasks,
-- and for colonists to increase their strength by felling trees and hauling objects.
-- It would also make the Melee skill more desirable than it currently is.
+ I've noticed that Silver beamed down from Trade Ships only stack as high as 75 instead of 400.
-- This wastes precious trading space.
-- Just to get the Silver fully stacked I would have to order my colonists to move the Silver somewhere else and then back.
-- I would much appreciate a fix for that. =)
+ Love the game so far... =D Keep up the awesome work!
Quote from: Nos37 on July 20, 2014, 10:05:08 PM
- I think that Plant Cutting, Hauling, and Cleaning should have Melee as their relevant skill. It would make sense to have a stronger colonist be better/faster at these tasks...
- I've noticed that Silver beamed down from Trade Ships only stack as high as 75 instead of 400. This wastes my trading space and I have to have my colonists move the Silver somewhere else and then back just to get the Silver fully stacked. I would much appreciate a fix for that.
- Love the game so far... =D Keep up the great work!
Melee for plant cutting makes sense for cutting down trees, yes, but not for flowers, berries, potatoes, etc.
I agree that silver tend to waste space in the trading beacon. If possible, it should drop as a single stack.
This is one of those things which I can only assume is cheap, though I have no idea what it would take, but it would be nice if pawns had some kind of bias against sharing a tile. I often find myself scratching my head when I zoom out from my colony to find a particular colonist, only to realize that they are being occluded by a colonist on the same tile as them. I also would like it if hostile pawns would obstruct each other's movement. It feels unfair that a dozen enemies should be able to run right past one of my colonists standing in a doorway without any kind of resistance or movement penalty.
This is probably much more expensive than I think, but it probably doesn't deserve its own thread. It's just a pet peeve.
Medieval armor and weapons
I would love an option to have stones that are dropped when miners mine their tunnels to be automatically marked for hauling.
this has probably been lested many times but I am gonna say it again
combat zone (may only work in a few situations) so you know how you have home zone that's where the people clean and put out fires and such how about a zone for when a colonist is drafted or a hostile is in the zone that the colonists cant go in it doesn't matter if fire or its the only way to get food or some thing like that for instance I have a killbox everybody shoots from behind sandbags and there is also turrets if a colonist walks I there for some reason he's almost always dead from friendly fire or a hostile killing him cause he has no cover so I was thinking you could put that zone in the killbox or other areas and when their drafted or there is a hostile in the zone the colonist cant under any circumstances go in it other than if the player manualy tells him to I don't know if this is the cheapest idea but I thought it would maybe take a day idk im not a dev but I would really like if this was implemented
My idea is the opposite of fruit loops
An alarm mode that makes all non-drafted colonists go to a set area similar to a stockpile zone and they can eat/sleep work with in this area but not leave unless drafted. In a large colony it is crazy managing a fight, workers that cannot fight wandering into battles to work, replace drafted units that are low on sleep/food, those undrafted units that you undrafted so they would go eat decide to wander around forcing you to draft them and make them stand where you want until the sleep/hunger become a major issue.
When you disassemble mechanoids, it gives you the weapon they had (other than minigun) such as heavy charge blaster and charge lance.
- Assign people to specific zones for hauling
- Assignments (Tacos go complete geothermal generator then cook 12 lavish meals then etc..)
- help construction colonists not build themselves into walls when cooperating on a project
- End reserving tasks and allow multiple people to work on the same thing (like fire)
- Fire extinguisher
- Multiple options for hauling (haul all, haul x, haul targeted)
- Gear screen for colonists
- Mental health overview for colonists
- Assigned Stations (Tacos' Cookstove, Madam's Mortar)
- Battlestations (universal alarm you can sound that will switch selected colonists into battle ready mode or send them to strategic pre-planned locations or a team of firefighters to a specific zone it can be used for other applications as well make it broad and useful)
- Jobs / Teams (assign profile teams for cooking, growing, crafting, with on/off toggles)
- Organize the colonist list (needs numbers, order from first contact to latest no matter what happens or who leaves and comes back)
- Team screen (who is on what team, who are the cooks, cleaners, order a whole team to work on a selected zone until no more work is available)
I think something like this has been suggested before but this is a huge thread so… Make a hospital bed option, similar to prison bed but it is where incapacitated people are taken. Also add an option to rescue downed friendly tribes people instead of capture them. If you rescue a friendly tribes person and bring them back to health, when they are able to move around they walk off the map to go home and you get a little boost to your relationship with that tribe.
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)
Quote from: TrashMan on July 28, 2014, 07:04:12 AM
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)
Don't know how it would be possible, a place like equipment rack for meals is easy but how fast it spoils depends on the Def of the meal:
<ThingDef ParentName="MealBase">
<defName>MealFine</defName>
<label>Fine meal</label>
<description>A complex dish assembed with care from a wide selection of ingredients.</description>
<texturePath>Things/Item/Meal/Fine</texturePath>
<food>
<quality>MealFine</quality>
<nutrition>90</nutrition>
<eatenDirectThought>AteFineMeal</eatenDirectThought>
<eatEffect>EatVegetarian</eatEffect>
<ticksBeforeSpoil>80000</ticksBeforeSpoil> <<<it is the indicated
<soundEat>Meal_Eat</soundEat> time before the
</food> meal disappears.
</ThingDef>
You can change this value if you wish, (Rimworld#/Mods/Core/Defs/ThingDefs/Items_Meals.xml)
but for another item to change the meal's value...
Maybe if the 'fridge' would destroy the item and create a similar with different a value...
I don't think it's the "cheapest" idea. ^^
Nearly forgot: My idea (for now) would be a temporary "raid rebalance" "solution" against the 300+ raids late-games: A 3x3 super mega ultimate deathstructor turret (or something similar, you could always change the name if you want to ;3 ) that would be extra expensive and draw a lotta power (thus mostly usable late-game) but would have long range and could kill a few in a shot.
Easier than re-balancing everything, isn't it? No? Okay.
Hats. Seriously, it's half as fun to play a space cowboy without them.
Quote from: reminder on July 29, 2014, 11:57:14 AM
Hats. Seriously, it's half as fun to play a space cowboy without them.
A Space Cowboy Bounty Hunter?
Quote from: vagineer1 on July 29, 2014, 01:01:43 PM
Quote from: reminder on July 29, 2014, 11:57:14 AM
Hats. Seriously, it's half as fun to play a space cowboy without them.
A Space Cowboy Bounty Hunter?
Thinking Bebop or someone else?
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.
Another suggestion - knives. But I assume it's been mentioned already.
Quote from: reminder on July 29, 2014, 04:31:04 PM
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.
I'm about to rock your world mister!
Quote from: Rimworld ChangelogJuly 21
Hooked in some hats to spawn in-game.
I'm pretty sure they'll be overriding the hair layer
but there will be hats!
Quote from: Shinzy on July 29, 2014, 05:31:22 PM
Quote from: reminder on July 29, 2014, 04:31:04 PM
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.
I'm about to rock your world mister!
Quote from: Rimworld ChangelogJuly 21
Hooked in some hats to spawn in-game.
I'm pretty sure they'll be overriding the hair layer
but there will be hats!
Grreat! If they were equippable, would be even better, but this is cool enough even if they work as hair.
Quote from: reminder on July 29, 2014, 05:44:58 PM
Quote from: Shinzy on July 29, 2014, 05:31:22 PM
Quote from: reminder on July 29, 2014, 04:31:04 PM
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.
I'm about to rock your world mister!
Quote from: Rimworld ChangelogJuly 21
Hooked in some hats to spawn in-game.
I'm pretty sure they'll be overriding the hair layer
but there will be hats!
Grreat! If they were equippable, would be even better, but this is cool enough even if they work as hair.
oh no they are equippable for sure. Tynan wouldn't go for vanity items
*sudden chill goes through the spine* Uh.. Right?
I just meant you won't be seeing the hair from under the hats
unless the hats cut the hair sprite in half somehow, which I doubt
or even worse have pigtails sticking out from them =P
A hotkey, to temporarly swap back to english language.
This would make bug reporting much easier, if you are playing the game in a language other than english... In some cases it's very tricky to translate back... I just say: "Düngepumpe" ;)
Quote from: Mondkalb on July 29, 2014, 06:57:13 PM
A hotkey, to temporarly swap back to english language.
This would make bug reporting much easier, if you are playing the game in a language other than english... In some cases it's very tricky to translate back... I just say: "Düngepumpe" ;)
Surely it's a contraption to...pumpe...dünge? :D
Quote from: reminder on July 29, 2014, 04:31:04 PM
Quote from: vagineer1 on July 29, 2014, 01:01:43 PM
Quote from: reminder on July 29, 2014, 11:57:14 AM
Hats. Seriously, it's half as fun to play a space cowboy without them.
A Space Cowboy Bounty Hunter?
Thinking Bebop or someone else?
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.
Another suggestion - knives. But I assume it's been mentioned already.
Cowboy Bebop, its the only thing I can think of that associates with the Space Cowboy Bounty Hunter thing I mentioned.
Quote from: Cyst on July 29, 2014, 08:18:50 AM
Quote from: TrashMan on July 28, 2014, 07:04:12 AM
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)
Don't know how it would be possible, a place like equipment rack for meals is easy but how fast it spoils depends on the Def of the meal:
<ThingDef ParentName="MealBase">
<defName>MealFine</defName>
<label>Fine meal</label>
<description>A complex dish assembed with care from a wide selection of ingredients.</description>
<texturePath>Things/Item/Meal/Fine</texturePath>
<food>
<quality>MealFine</quality>
<nutrition>90</nutrition>
<eatenDirectThought>AteFineMeal</eatenDirectThought>
<eatEffect>EatVegetarian</eatEffect>
<ticksBeforeSpoil>80000</ticksBeforeSpoil> <<<it is the indicated
<soundEat>Meal_Eat</soundEat> time before the
</food> meal disappears.
</ThingDef>
You can change this value if you wish, (Rimworld#/Mods/Core/Defs/ThingDefs/Items_Meals.xml)
but for another item to change the meal's value...
Maybe if the 'fridge' would destroy the item and create a similar with different a value...
I don't think it's the "cheapest" idea. ^^
It shouldn't be expensive either. We are talking about a change to a single variable, basically X = X*2 (or 3... or whatever)
I would require actual code change, but i would be minimal.
Dont know if any of these suggestions have been made yet (its a long thread) but here we go:
1. A no-go zone. Simply put, a definable zone where your colonists cant go or pass through to prevent stupid suicide runs. Dont know how often I had to stop people from hauling this one single Item in the middle of 40 siege raiders and hundrets over hundrets of weapons, food and metal.
2. Visitor beds. It is already possible to set beds to be for prisoners or colonists. Add a 3rd option to set beds for allies, passing tribes people and all other neutrals and colour it light blue or aqua. This is also linked to my 3rd idea
3. Rescue strangers. As you know, whenever someone looses consciousness they can be caught and nursed back to health and later be recruited.... or simply die slowly. Colonists can be saved and brought back to their beds.
Now it sometimes happend that visitors or passerbys got shot down or had other accidents and all I could do was capture them and piss of their families or let them die... :( You could add an option to save those people and nurse them back to health. After they are healed you can add a little event: They either thank you and go back home, giving you bonus points with their faction or they decide to stay and join you without angering anyone.
Thats it for now, hope this ideas are easy enough :P
Hmm, I am not sure if anyone has perhaps mentioned but when you look at what you can do from a natural perspective the basic sciences come to mind, perhaps a system of chemistry or chemical enhancement could be introduced.
I picture a desk much like the research table that can be used to create things like boosts such as energy drinks and alcohol, that would be pretty fun. Watching them stumble around or creating a social atmosphere.
Could also create a glass making addition to the incinerator convert it to a furnace and introduce a glass making statistic for the colonists.
So many ideas... a stealth system would be cool but would need a lot of AI coding and not practical..
Still loving the game, watching closely ;D
Quote from: Nemeya on August 01, 2014, 01:40:53 PM
Dont know if any of these suggestions have been made yet (its a long thread) but here we go:
1. A no-go zone. Simply put, a definable zone where your colonists cant go or pass through to prevent stupid suicide runs. Dont know how often I had to stop people from hauling this one single Item in the middle of 40 siege raiders and hundrets over hundrets of weapons, food and metal.
2. Visitor beds. It is already possible to set beds to be for prisoners or colonists. Add a 3rd option to set beds for allies, passing tribes people and all other neutrals and colour it light blue or aqua. This is also linked to my 3rd idea
3. Rescue strangers. As you know, whenever someone looses consciousness they can be caught and nursed back to health and later be recruited.... or simply die slowly. Colonists can be saved and brought back to their beds.
Now it sometimes happend that visitors or passerbys got shot down or had other accidents and all I could do was capture them and piss of their families or let them die... :( You could add an option to save those people and nurse them back to health. After they are healed you can add a little event: They either thank you and go back home, giving you bonus points with their faction or they decide to stay and join you without angering anyone.
Thats it for now, hope this ideas are easy enough :P
Join the proposals as are the basic problems in the game, especially the wounded guests.
There is also no additional option of prisoners namely "Release"(allows them to free prisoners to their homes) giving small + for a faction.
Another zone that prohibits colonists from entering the zoned area.
Quote from: Siegerolf on August 02, 2014, 10:56:20 AM
Could also create a glass making addition to the incinerator convert it to a furnace and introduce a glass making statistic for the colonists.
Instead of a separate glass making you could make that part of crafting skill
Also a not so cheap but prob not to expensivo(i dont know cause i cant code)
A 2x2 or 3x3 or 4x4 mortar cannon that has a minimum unusable range, is quarter speed of turret and very in accurate. takes 2 people to use and uses there combined shooting skill to function
I know kinda expensive but will add lots of tatical depth
Two ideas:
A grenade launcher. It launches grenades.
A flamethrower. It throws flames.
That is all.
Double the price of power lines that can then go under or over walls.
Weapons racks allow 6 items on a drop down because metal cost means stockpile wins.
Mufflo farming, enclosed space, open roof with door and hay trough.
When stone chunks are moved out of the way for building the order to move haul them gets canceled.
Yeah, keep the order to haul them even if they get moved for construction.
I assume most of these can be done by tweaking the properties of already existing assets:
Traps and elements to build large traps out of such as:
Wood-bags: look and behave like sandbags except hey are filled with wood-chips and a little something making them really flammable.
Boom-bags: bags filled with crude plastic explosives, as flammable as wood-bags with an added explosiveness
Tar-floor: a wooden floor covered with tar (looks like rough stone floor), highly flammable
Remote Power-doors: open them to lure them in, close them to keep them there
Dumb-bomb: buried explosive or incendiary charge, set off remotely (if connected to grid?) or by fire/explosions
Snare: crafing/other skill used on empty square to place hidden (no art) snare that has a chance to immobilize small animals (and perhaps slow humans/ large animals) disappears after effect is applied, does not differentiate friend and foe, so careless colonists can be affected too, but since no damage is done, it should not present a problem.
Battery safety override: make a battery explode on purpose
Battery forced overload: force a battery to 150% charge for a more memorable blast
Electrified floor: metal/carpet floor tile that uses large amounts of power to damage over time with chance to stun (opens possibility to capture mechanoids for reprogramming but that might be more expensive.. although the stunned mechanoid could just remain offline while a colonist uses the research skill for reprogramming via the same mechanism the social skill is used for recruitment, or the same mechanism used for research, with the amount of tasks a mechanoid can be reprogrammed to do depending on research done in mechanoid reprogramming... but again this may not be the cheapest idea)
Short walls:
Log wall-> mushroom rack - grows mushrooms in the dark, limited lifespan (mushrooms could be a vegetarian alternative to meat in lavish meals)
Wood wall-> cheap weak fence - to keep animals out of crops.
Metal wall-> conveyor belt (this one might not be cheap :(... )
Stone wall-> battlement (placeholder name) basically a low wall for shoting over with crenelations for extra cover, a kind of upgraded sandbag
Hollow wall-> wall that colonists can enter and wait in to ambush assailants at close range
Other:
Stinkweed, thorn bush- invasive plants for making besiegers less comfortable while sitting outside the colony (by lowering mood), at the cost of being invasive weeds.
Fruit tree: a tree that gives fruit, basically a combination of the tree model and the berry bush code (i think...)
Meat tree: researchable tree that grows meatfruit
Quote from: Roundsquare on August 06, 2014, 05:19:06 PMToo long to quote ;D
You really might want to have a look at Superpirson's trap mod
http://ludeon.com/forums/index.php?topic=3997.0
Just a wild guess but I feel like you like traps =P
Somehow missed that one, seems good.
Will keep searching for new ideas to propose.
When my builders haul rocks out of the way for construction, just haul it to the designated zone if it already had a haul order.
(((Cheapest Idea)))
Add back old features:
-rule colony by fear
-beating options for prisoners (only if u add the first one)
Don't know if its been suggested, pretty simple stuff:
- A wooden fence. Requires one/two wood, is not passible, doesn't provide cover, doesn't generate a roof. Useful for keeping animals out of your crops
- Chainlink fence. Same as above, but made with metal and a little stronger.
I don't know if these have been mentioned, but a few cheap ideas I have are:
A moral boost from armor vest (+3) and power armor (+7).
Also maybe from having a bad ass weapon, minigun (+3), R-4 (+3), L-15 (+2), M16 (+2), M24 (+3), uzi (+1), shotgun(+1) and whatever else you feel is reasonable.
I mention these because it is almost impossible to get moral up to 80% so I think something like this would be a good improvement.
Also stacking guns somewhat maybe at least to 4 would be nice.
I would personally love to see solar panels reduced to 3x3, that's almost half the space.
Raiders should attempt to loot valuable items metal, silver, med kits, shells, missiles.
Donating med kits, shells, missiles at a better rate than selling for silver to other factions for goodwill.
Saving base plan layouts and loading them in new games, placement and rotating.
Automatic on/off for lights of occupied rooms, and unused electronics except for sunlamp/coms console should always need those on.
Code Green button colonists have full access to map. Also turns turrets off automatically.
Code Yellew button colonist have access to anything 100+ tiles away from an enemy and route around radius, turrets off automatically.
Code Red button colonist stay and work only in home region. Also turns turrets on automatically.
Red envelop auto pauses the game, and activates Code Red, could even start using the awesome alert siren noises you had in one of the videos, when they enter the home region.
Turrets could maybe use some research to double their health for like 20,000 research points or more, and the ability to upgrade the turret after research for 40 more metal, upgraded guns could also drop the, what is is half the metal, so 20 more metal than a regular turret.
I'm gonna create a regular post of this too in case you stopped reading this thread.
Solar flares should take R-4 Charge Rifles offline as well.
Quote from: LeoTiger1986 on August 06, 2014, 09:21:37 PMAlso stacking guns somewhat maybe at least to 4 would be nice.
It would be really nice if storage racks did this for guns.
Make the minigun more accurate (becasue in RL, it is more accurate than any HMG).
Limit it to power-armor.
A way to sell stone bricks would be nice. I am thinking through the industrial trader. I usually build my bases by mining into mountains, but it produces so much rubble. I always turn the rubble into stone bricks and metal with the slag furnace and stoneworking bench, but since there is no place to sell stone bricks (and they have very little use) I usually end up with a stupid amount of stone bricks. Currently I have 17000+, and it is kind of ridiculous. Takes up way too much storage space, and I can't figure out how to get rid of it. I would suggest making them really cheap to sell though, like 1 silver apiece
An activable power node :
Like a power conduit, but we can activate/desactivate the electricity transmision.
That would be a great and simple way to control electricity for whole sector or make emergencie battery that can be linked to your powergrid when needed. "Scott, convert the auxiliary power of the life support to the armement, we need that firepower !"
Don't know if it was mentioned before but consider this:
Toggle "sticky plans".
Building an underground base with the plans constantly disappearing due to the mining can be...slightly annoying. ^^
Maybe now posted already since this thread is now massive.
What about fox holes to fight from?
Hello.
I think the following would be cheap to implement and is quite crucial to the gameзlay comfort.
1. Queued orders.
You shift-click the colonist to do something one after another, and he does the job in that order, possibly interrupting that to fulfil his needs (sleep, eat, whatever).
The order list could be seen (okay, that's not so cheap maybe) and edited (by removing some of the jobs).
2. Personal beds.
The ability to bind a certain bed to a certain colonist is a must. It's so frustrating when you build a royal room and your noble prefers to sleep somewhere else.
3. Designating auto-reconstruction zones.
That is, when you mark a reconstruction zone, any buildings destroyed there are going to be rebuilt without your attention.
4. Ability to mark the object action from that object.
That is, when I select a rock, I would like to be able to mark it for dumping right away, rather then going to menus and marking areas.
5. Ablility to see the items on a corpse.
Sometimes I would like to undress the corpse if it has some decent armor on, but how can I tell it does?
6. Ability to burn the trash.
By thrash I mean unused clothes, which are quite annoying sometimes in later stages.
Also it would be a nice option to melt weapons to metal (why not?).
OK, enough for now, tell me please if this is good or not.
Ive noticed how the area you land in is always a temperate zone, with some decent grass and dirt areas and a few sand pits, how about adding a possibility of getting and artic, or Desert zone, like say the grass is whiter from snow, its no less fertile or anything just a cosmetic idea, however a desert area would have like one or two oasis areas with dirt to grow, which would force people on a hard mode where they would need to develop Hydroponics quickly to get a decent food supply for any colony above like three or four people. make another challenge basically. I mean the artic zone would fit the snow and heavy snow weather effects currently in the game. later on in long term builds you could make the artic area have like a temperature buff or whatever where you take slight damage if not wearing good clothes for a winter area. but thats not needed right now.
Quote from: Manslay on August 11, 2014, 02:42:44 AM
6. Ability to burn the trash.
By thrash I mean unused clothes, which are quite annoying sometimes in later stages.
Also it would be a nice option to melt weapons to metal (why not?).
The crematorium would be excellent if it also acted as an incinerator. Another option would be something similar to a grave, but for burning things. And while we're on that subject, it would be cool to see a campfire for cooking at some point, even if it's limited to simple meals, takes longer, and requires wood for fuel.
Flanking - when behind an enemy, 1.5x accuracy and damage.
Be able to designate tables to hold certain items. On top of that, be able to make thinner tables like 1X1,1X2,1X3 for "end tables".
I'd like to have hospitals with medkits on iron tables
If a colonist with the 'cannibal' trait is assigned to be a cook and there's nobody in the room with him, he will occasionally butcher up a dead body and put it into the meal regardless of what you're telling him to cook. Non-cannibal colonists who eat it will get a -5 "Something tastes off" penalty, but as long as nobody sees it they're won't get the "ate human flesh" modifier.
When there's an order to haul stone blocks and then a follow up order to build something in the same square as that to-be-hauled stone block the order gets canceled when the stone is moved out of the way for construction, or if there's been construction in that square.
Can that not happen? It is a bit annoying having to reselect stone to be hauled after construction,
Also,
Perhaps a research like, "Burrying cable" which give cables just enough health to not be destroyed when a mortar hits it.
Body bags- temporary graves that last up to 2 weeks before rotting from the inside, reducing morale.
Hidden gun emplacements. A seemingly peaceful shed, then a machine gun opens up from inside, straight into you. Surprise Attacks
Textiles customising clothes and building your own with a wooden mill for muffalo's wool to be turned into cotton, shearing done at butchers/modded table.
tanning would be like this, with hides as a byproduct of butchering, and a tanners workshop (special table) as the mill
Plants illuminated by a sun lamp should grow 24 hours a day. Alternatively sun lamps shouldn't use power at night.
It just seems silly to me that plants that are growing inside a mountain are still effected by the day/night cycle despite never seeing the sun while you have to provide crazy amounts of power to keep a sun lamp running 24 hours a day.
what about an armored stone wall?
or an armored stone embrasure?
i know i could probley do both in less then 4 hours but i woulden't know what i need to include with it if i wanted to distribute it as a mod
Hello all,
Concrete floors should be able to afford protection to ground power cables
Colonists should have a class such as a "roboticist" that can rewire cyborgs to be colonists or friendly NPCs.. perhaps this is complex as they would have different mood traits. Either way if this is supposed to be a futuristic colony sim then I am surprised that there are no cyborg options at embark.
Allow reinforcement of roofs to better withstand mortar attacks
Construction of "fortifications" a la DF, that you can shoot over but cannot pass.
Natural disasters... perhaps also complex.
EMP weapons other than the grenades
Silver mining
Can you convert some of the food plants to be seen as a health kit for healing? As if they are healing herbs...
I have more for the complex ideas thread, but you are hopefully already thinking of many of them (such as multiple z-levels, mating/children)
Thanks for the game!
This should be rather cheap to do.
Allow us to choose how often the game autosaves in the options.
I think my idea could be implemented in under 4 hours:
http://ludeon.com/forums/index.php?topic=5482.0
How about the ability to prioritize sleeping and eating? It's annoying when, during a siege, you want to sortie and kill the pirates, but your colonists are half-awake or half-hungry, and the trip is too long to go on an empty stomach.
This way you could get your colonists to sleep and feast, then head out to battle all full and awake.
Maybe a wall light for underground bases or street lamp type thing for streets for your colonies streets. Also maybe a trench, bunker or anything that could be used to protect your colonists more effectively from mechanoids. Lastly maybe reprogram or create your own mechanoids or droid things.
1. Psychic drone negating tower that requires mechanoid parts to build.
2. When below the 'mental break line', a timer starts until the actual break instead of it happening instantly. With a warning about this as well.
3. Gas weapons and grenades. (Maybe built off of fire mechanics but way more self-limiting.)
4. Gas-masks.
When workers dump items into the stockpile, they should automatically dump at the furthest point in said stockpile (maybe from the centre of your base? Or offer the option to choose which side of a stockpile to start filling from).
That way when they're dumping a lot of rubble it doesn't take twice as long with them having to walk over stuff dumped at the entrance of them stockpile. Unnecessarily inefficient.
Quote from: imacb on August 18, 2014, 06:10:25 PM
When workers dump items into the stockpile, they should automatically dump at the furthest point in said stockpile (maybe from the centre of your base? Or offer the option to choose which side of a stockpile to start filling from).
That way when they're dumping a lot of rubble it doesn't take twice as long with them having to walk over stuff dumped at the entrance of them stockpile. Unnecessarily inefficient.
To be fair this is a player management thing - you can simply zone the areas to better suit it than simply make a massive square. Forgive the crudness of the drawing...
_____________
| |
|______ |
______| |
| |
|____________|
Sort of like this and they should dump things in the right places without climbing over everything - you could also try making the wooden wall which is inexpensive to build around it to stop them walking in every which way
Also, if this wasn't mentioned elsewhere:
- A toggle that restricts movement and activities to the HOME zone
- The ability to use fire and other commands (other than move orders) with multiple drafted units selected
- A way to assign fighting abilities so that when a toggle is activated all characters set to be fighters will automatically equip the highest-value armor nearby. This way you can easily equip/unequip your fighters for engagements, and dont have to spend 10 minutes micromanaging the gearing of each character before a battle.
Thanks!
Starting pistol/weapons
The players should start only with emergency survival pistols. These weapons are low damage, and have infinite ammo (if the devs ever plan for normal weapons to have ammunition) and are only intended for use for hunting small to medium sized game in a survival scenario. Oh and the mechanism for infinite ammo is one from a Terry Pratchet novel, the gun condenses and freeezes atmospheric liquid into the bullets!
This would ensure the player has a fallback hunting method, without giving the player a big head start for weaponry at the start. Also it makes more sense than just having some weapons with you.
Recreational drugs - either in the form of marijuana growing around or synthetic drugs available for trade.
They would give a big short-term boost to the character’s mood (like + 50 maybe) but would give him a hangover after (a -10 to mood, e.g.) or lower the mood permanently (e.g., -1 for each consumed dose), ultimately leading to insanity.
They would be useful as a short-term remedy to characters in danger of going insane but would have to be used sparingly.
A zone where people close to mental breaks will go. This can be used for recreation rooms with beautiful surroundings, or as a hellhole where I prepare the beating-officers to take you the fuck down.
A zone where people prefer to eat and hang around in when idle. IE a canteen.
In the game "Space Colony", when a colonist would claim a bed, it would change the bed graphic.
I think something similar to that would be cool to see; when someone claims it, it simply changes to a different graphic.
For example, a colonist claims a bed, it changes to a pink blanket with stars on it. I imagine the code would be simple enough and there's almost an endless amount of different kind of visuals. Maybe just a bed with the blanket kind of pulled down; maybe a bed that hasn't been made. Maybe a bed with simply a different color pillow, ect. combine that with how many different blanket designs you could imagine, and bamn, instant, simple variety.
Parasites! As seen in Aliens movies and Aliens vs Predator! Parasite infects, dies, leaves an egg to the host, egg hatches, host dies and then after the content of egg has grown it becomes a predator
Quick idea prosthetic/cybernetic limbs simply use metal (1 or 2 for prothetics) to create limbs for people who have had theirs shot off or cut off prothetics have limited usability while cybernetics have full capability possibly even higher (i.e. give a bonus to construction speed or hauling capacity) but you must research cybernetics and prosthetic's (prerequisite) and have someone to use it on for each so you can't arbitrarily work on it. Reason I came up with this is that I currently have one of my original 3 colonists lying in a medical bed missing both his right arm and right leg (having been cut off) and he can't do anything because of that.
Also on a similar topic please allow us to put incapacitated people into the cryosleep pods much like we can a bed.
I'm sure some of these have already been mentioned but:
- a smaller table (1x1) this would be great in prison cells!
- make the trade beacon automatically place a stockpile
- add tool tips to the different body parts etc in the health screen so it clearer what is being effected and by how much. This could be a right click menu like gear.
- use the stone cutter bench to carve fancy blocks. Tech unlocked and more costly to produce.
Scrap metal piles that can be constructed, similar to sandbags but more for that rundown shitheap look. Inflammable.
Tazer Turrets for capturing foo's
Landmines sometimes spawn in the world when you land, for extra !FUN!
Paramedic Duty that auto resques colonists.
Medbay designation where paramedics hang around. (This will help with shock deaths as you have medics on standby.)
Make medkits stackable to 10, so that you can designate 1 square stores of them in front of each medical bed or in places where first aid kits are needed without all our meds getting stacked there.
Give the trade beacon a red light when no ship is in range and a green light when a ship is in range.
Make tribals attempt to steal weapons also instead of just colonists. Makes sense that a machinegun would be an awesome catch for them.
Add a 'saloon' designation where visitors go, and maybe a bar counter (dispenser) where they buy alcohol for 2 silver each.
Music speakers that give a little good thought.
Bridge tiles that can be built on water/mud.
Draw bridge.
I think you should make a loading screen. When ever I play Rimworld I don't know if it is loading or crashing. So it would be really nice if there was a loading screen. :)
The constant traders should be able to get some of your colonists to escape for a huge price E.G. 1k each colonist.
This would add a different way of escaping the planet.
Also, when some of your colonists have escaped, you should be able to manage two colonies on one saved game so they can even trade with each other.
Last of all, you should have some offence when it comes to raiding so you can actually raid other places but they should be extremely difficult but are filled with rewards.
It would be nice if there was some enhanced weapon handling. I would love to see an experience-system. That means, that for example a colonist who is always fighting with the shotgun gets experienced in fighting with this weapon. The more experience points a colonist has on fighting with a certain weapon the more boosts (accuracy / damage) he gets.
Self repairing turrets?
Nutrient paste dispenser should not suffer from "canibalism". There is no way colonists should be upset that they loaded human meat into a machine that completely breaks down foodstuff into a nutrient gruel. Would make it more useful.
Quote from: MajorFordson on August 24, 2014, 01:22:23 AM
Nutrient paste dispenser should not suffer from "canibalism". There is no way colonists should be upset that they loaded human meat into a machine that completely breaks down foodstuff into a nutrient gruel. Would make it more useful.
I’m not so sure about it. I would be disgusted by the thought that the gruel I am eating has been made from human flesh - no matter how preprocessed.
On topic: wooden fence - same characteristics as sandbag but made from wood. With possible additional improvement that animals cannot cross it.
Painkillers would be awesome.
I am not sure if this has been mentioned before but it would be nice if i can change floors rather than them being permanent.
You can build over them, man.
Quote from: Clayton on August 25, 2014, 02:06:43 PM
You can build over them, man.
Well for some reason i can't change the floors i built so it may be a bug of some sort.
Please make an override option when you are asking someone to do something and someone else has reserved it.
A counter beside your mouse that tells you the dimensions of whatever your building (So you can build large rooms without having to count distance)
Example with only one dimension:
https://www.dropbox.com/s/gp8b733zrnp3rb4/Counter.png?dl=0
Float menus for colonists:
-Go eating
-Go sleeping
Keyboard shortcuts for the Architect Menu
I would love to see keyboard shortcuts for all the things done via the bottom left-menu, so that I can e.g. switch between giving mining orders and placing growing zones only using the mouse for actually clicking the map.
As I understand the interface currently I can use [tab] top open the menu, and I can use a number of single letters to access individual options (e.g. 'turret'( in one of the sub menus (such as e.g. 'security') - but there is no way to select the individual menus.
I see three cheap solutions possible:
1) Add keyboard shortcuts for all the different sub-menus (e.g. 'ALT+S' for 'security')
2) Make some button cycle through the sub menus - I would suggest making [TAB] do this once the menu has been opened. SHIFT-TAB would then logically cycle backwards.
3) (my personal preference - but might require more planning) - make all the shortcuts for individual orders (e.g. 'turret') unique, so that they can work even if the correct menu/submenu is not currently open.
Quote from: twobias on August 27, 2014, 10:07:49 AM
Keyboard shortcuts for the Architect Menu
I would love to see keyboard shortcuts for all the things done via the bottom left-menu, so that I can e.g. switch between giving mining orders and placing growing zones only using the mouse for actually clicking the map.
As I understand the interface currently I can use [tab] top open the menu, and I can use a number of single letters to access individual options (e.g. 'turret'( in one of the sub menus (such as e.g. 'security') - but there is no way to select the individual menus.
I see three cheap solutions possible:
1) Add keyboard shortcuts for all the different sub-menus (e.g. 'ALT+S' for 'security')
2) Make some button cycle through the sub menus - I would suggest making [TAB] do this once the menu has been opened. SHIFT-TAB would then logically cycle backwards.
3) (my personal preference - but might require more planning) - make all the shortcuts for individual orders (e.g. 'turret') unique, so that they can work even if the correct menu/submenu is not currently open.
There are shortcuts they're just not quite as easy to find from the start (they're on the boxes) If I recall correctly M is the mining shortcut key.
Quote from: king komodo on August 27, 2014, 01:41:20 PM
Quote from: twobias on August 27, 2014, 10:07:49 AM
Keyboard shortcuts for the Architect Menu
I would love to see keyboard shortcuts for all the things done via the bottom left-menu, so that I can e.g. switch between giving mining orders and placing growing zones only using the mouse for actually clicking the map.
As I understand the interface currently I can use [tab] top open the menu, and I can use a number of single letters to access individual options (e.g. 'turret'( in one of the sub menus (such as e.g. 'security') - but there is no way to select the individual menus.
I see three cheap solutions possible:
1) Add keyboard shortcuts for all the different sub-menus (e.g. 'ALT+S' for 'security')
2) Make some button cycle through the sub menus - I would suggest making [TAB] do this once the menu has been opened. SHIFT-TAB would then logically cycle backwards.
3) (my personal preference - but might require more planning) - make all the shortcuts for individual orders (e.g. 'turret') unique, so that they can work even if the correct menu/submenu is not currently open.
There are shortcuts they're just not quite as easy to find from the start (they're on the boxes) If I recall correctly M is the mining shortcut key.
I know. My issue is that those shortcuts only work if you first open the correct submenu..
[m] for mine works only if you first open the 'orders' menu, for instance.
Colonist aging
Child Birth
New Traits:
Vegan: Only Eats Plants
Meat Lover: Mood boost from eating meat
Socialite: Social Talk Mood Boost Increased
Casanova: Social Talk Mood Boost Increased Drastically to the Opposite Gender
Loner: Social Talk Mood Boost Decreased
Sadist: Does not care if people die but people are disturbed at lack of emotion
Achiever: Feels good if idle after completing a work
Pyrrhic: Feels sorrow even after completing a work
Mechanoid Lover: Feels sorrow if attacking Mechanoids
Technophobic: Feels good if attacking Mechanoids
I know this has been suggested before but it does seem more feasible now.
Pets, you nurse an incapacitated animal back to full health which then becomes attached (percentage based) to that person but there are limitations also as I can see 2 people with an army of boomrats being OP.
First off a limit on how many per colonist based on the animals size so small animals like boom rats and squirrels can have 2 per colonist (maybe 3 in the case of squirrels) and larger animals such as deer and Muffalo's can only be 1 to a colonist.
Second "pain" thresholds that work like the mental break thresholds. Again larger animals have higher, smaller have lower and in order of highest to lowest of animals I've seen; Muffalo, deer, squirrel, boomrat. With booomrats and squirrels once they reach that threshold they run away to never return. The larger animals will attempt to return to their owner.
And finally larger animals such as muffalo's and deer can carry items (such as food) but only if it's been packed onto them by their "owners" and are only able to carry so much (muffalos around 100 units of food with deer only carrying about 25)
Red Berets.
Communist esque officer caps.
Trench coats.
Constructable flags coming in a variety of colours for decoration purposes (red, blue, orange, etc.)
More colours of carpet. (Like Yellow.)
And for added measure, guns with bayonets! Especially stuff like Lee Enfields or AK's.
How about instead of raiders and other factions attacking your base you could go to the other factions bases and fuckum up.
Since you hinted Cybernetic Implants, why don't you add Cybernetic Implanted weapons, like Scyther lances and Centipede Inferno Cannons
Have ceiling lights been suggested yet? I want those things out of the way, they're using up floorspace I need.
End game addition;
Needing supplies
*fuel from crashed space craft
*survival kit invade ship crashes (same as food/materials as you get when your crashed at start of the game)
*weaponry - in case crash land on hostile planet
*tradable commodities
1.Pants, they would have pockets and such. Would possibly require belts. Both could be useful later if it gets to where colonists can carry more stuff on them.
ex: a gear belt that carries a medkit, a field ration, a canteen(when/if water becomes needed for survival, ammo(if that becomes a feature), maybe a side arm.
2. More melee damage if the colonist is holding a weapon. Say using their gun as a club, hitting an enemy with the stock, pistol whipping, etc. Those should hurt the enemy more than just being punched.
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OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)
I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.
Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).
Quote from: SubZeroBricks on September 01, 2014, 04:04:45 PM
OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)
I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.
Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).
You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.
Quote from: king komodo on September 01, 2014, 05:05:10 PM
You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.
I find that only a 1 sniper and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.
More consumable items : Like maybe items like cigarettes that stop colonist from having a break down, but can cause some negative effects such as slower walking speed or decreased social skills (due to smell). If used enough could cause permanent effects such addiction which will be double the normal negative effects when not using the item.
More items like that.
Also items or furniture that require two or more colonist to use, such as games.
Quote from: SubZeroBricks on September 01, 2014, 06:34:32 PM
I find that only a 1 sniper and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.
Yeah I don't like to sacrifice things like that but those scythers charge lances can really wreck your day if you don't have a sniper rifle to use maybe even then because of their range seeming incredibly off to me been awhile since I've actually played, having to leave someone behind because they lost 2 limbs kind of left a bitter taste in my mouth.
On a slightly different note could we be able to research a range increase on turrets only able to be done after you've researched the cooling of course and the range would only go up by 1 or 2.
Quote from: king komodo on September 02, 2014, 12:52:33 PM
On a slightly different note could we be able to research a range increase on turrets only able to be done after you've researched the cooling of course and the range would only go up by 1 or 2.
I like this idea :)
Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.
A weather station, would have to be used by a scientist or someone with high research ability, could predict weather/solar flares.
Quote from: ns9559 on September 03, 2014, 03:23:12 PM
Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.
Prosthetics are confirmed for A7.
Quote from: ns9559 on September 03, 2014, 03:23:12 PM
Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.
If you look I suggested this 2 (3 from my response) pages back.
Reduced penalty for cremating strangers.
I think a higher penalty for colonists, and a lower penalty for strangers would make sense.
Just a couple ideas that seem to me, in my unprofessional opinion, to be relatively easy:
1 - A roof layer. Some shortcut to see which areas are roofed. I know about the shadows, but a keyboard shortcut that, while held, actually displays any roofs would be nice. Constructed roofs can be displayed as the same corrugated tin as always, while overhead mountain could just appear as rock. Everything is already in game, and it would make gameplay a hell of a lot easier.
2 - Skill should determine not only the time it takes to build something, but also the amount of construction material needed. (An experienced carpenter might know to 'measure twice and cut once' while a rookie might make a lot of mistakes and waste wood.) A higher skilled crafter would use less material to build the same structure. This can also apply to cooking, or the production of anything and everything. (A slightly tweaked version would be crafting, where, for example, a skilled crafter could produce a couple more stone blocks per chunk.)
2.5 - Since less skilled workers waste more materials, waste wood, waste stone, etc. should be byproducts of construction, produced in greater numbers by those less skilled workers. Rock waste could look the same as the small rocks swept up after mining, waste wood could just be textured brown, etc. Waste could be generated randomly from construction the same way rock chucks generate from mining. I have two thoughts to the consequences of waste material, either, one: it could be an alternative material to fill sandbags/defenses, or two: it could have no uses at all, and build up to only get in the way. I like two better because it adds a new elemental challenge, because you have to find a place to put all of the waste. I would also add that waste could pile up on top of itself (just like piling resources), slowing down settlers more and more, until it becomes impassible, blocking doorways and halls, until a cleaner sweeps it up and either a cleaner or hauler hauls it off somewhere else. It would also eventually disappear, blown away into the wind or carried off by nesting birds perhaps, but not for a while.
3 - Along with number 2, the skill of the worker should also determine the quality. A wall built by a skilled craftsman would be much better constructed. So it stands to reason that it should also affect hit points. Same goes for food, etc.
Would it be possible to make the enemies leave after they have destroyed all they can? I mean lets say you get attacked and are overrun. Maybe you could conceivably block up who ever survived in a sort of vault with some emergency supplies and try to wait out the storm. Maybe have a really expensive vault door, so you can have a chance of saving your colony if you prepare for the worst. Survival the Fallout way.
I have 2 ideas.
1. First some option in Crematory to auto-strip people before putting them in. It is so tedious to check 20 or more dead guys for items after raid. That way I could set up my guys to auto-strip each body before it gets burned making sure I never have to worry about them burning power armour by accident.
2. Control groups like in RTS games I wan my kill squad at hotkey 1 so I can just click 1 and get every one who is good at shooting immediately. I want my iron will guys at hotkey 2 so when there is a pail of bodies I can send them in to clean up without being worried they will go crazy.
I also vote for @Krypt idea with roof level. Being able to instantly see which part of base is under rock and which is not protected would be great.
Closet (to stack clothing, opens menu)
Gun Cabinet (to stack guns, opens menu)
Freezer (could be object or "walk in" created as a room, needs power, prevents decomposing of food/meat/dead)
Usable rest objects like sofa/hammock (reduces need for sleep, mild healing, used by idle colonists, can be slept on by colonist if no beds available, ads to decor)
Also, a little less simple but I would really like to see,
- Hierarchy, set someone as leader of colony (+ some kinds of unique behaviors/benefits) Could also allocate colonist/s to "defend" the leader when under attack (could have eventual "leader posse")
Hope you like my ideas. XD
I second @Monkeysaur's leadership idea. Though I think there should be a "leadership skill", and it should just be a constant, blanket mood increase for the entire colony. A good leader, someone you want to follow, would make rampages and attempts to leave the colony less likely. Maybe you could select a single leader or maybe just the colonist with the highest leadership skill would have any effect.
Muffalo herds passing by:
like groups of people from other tribes/colonies, a herd of muffalo pass through the map (it could depend on the biome you are in) but instead of the normal 8 or 9 muffalo that normally spawn, you could get maybe 20-30 at a time (or even more, I am not sure what the game is capable of).
Quote from: Tumuel on September 05, 2014, 04:28:32 PM
Muffalo herds passing by:
like groups of people from other tribes/colonies, a herd of muffalo pass through the map (it could depend on the biome you are in) but instead of the normal 8 or 9 muffalo that normally spawn, you could get maybe 20-30 at a time (or even more, I am not sure what the game is capable of).
Thumbs up to this! this would be really nice random event
20-30 muffaloes would be just ridiculous amounts of meat though, if you'd manage to hunt them all before they pass through
I didn't see it in the last 10 pages, so here is my idea:
Make Mods loadable from the folder where the Savegames, Worlds, Screenshots etc. are.
Background: I'm Dropbox-Syncing my Savegames between a Mac and a Windows-PC (and probably a Linux machine) via Symlinks, so i would like to also sync the Mods so i only have to install them one time...
If the Mod loading works as i imagine it'll be cheap, otherwise it might be rather expensive...
Maybe a small indicator of how much power you have stored in in game time.
Perhaps a button for stockpiles to clear all the selections? Click it and all the options are turned off. It'd make those of us who are a tad OCD and like to put things in certain places with lots of zones happy. It's kind of a chore to do it by hand.
Quote from: StorymasterQ on September 03, 2014, 09:38:59 PM
Prosthetics are confirmed for A7.
Where did you find this information?
Regeneration chambers. Now that bed rest effectiveness is a stat, it could cost some nice amount of metal and require being powered, but it would have three times or so the rest effectiveness of a normal bed, and perhaps could also accelerate the healing process for wounds (if that's possible, of course).
Quote from: ns9559 on September 05, 2014, 09:49:06 PM
Quote from: StorymasterQ on September 03, 2014, 09:38:59 PM
Prosthetics are confirmed for A7.
Where did you find this information?
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
August 18th.
Preservation for meat would be good really useful.
An AA gun that stops Raiders from landing in my base, but does not stop land invasions so I can't put them covering the map.
On the screen with tasks for our pawns it would be great if we could sort by skill. So if for example if I click warden it will arrange colonists from the highest social to the lowest. That way it will be much easier to manage large colony. If you have a team of 20 guys and recruit new guy you have to go and manually compare him with each of your people before you assign him jobs.
Also since we have male weapons coming in new update I have suggestion can we have two weapon slots one for male and one for range so our guys can switch between them.
If a colonist is incapable of shooting it should be impossible to get them to equip and hold a gun. The same when mêlée weapons are in, if colonists are unable to use the mêlée skill then they shouldn't be able to equip them.
visitors shouldn't shoot at rampaging animals if they aren't attacked themself. had some incidents when a squirrel attacked some of my colonists and a visitor which was standing nearby shot at the squirrel but instead of hitting the little bugger he shot and gravely injured my colonist (head shot, she was a vegetable after that).
edit: a general suggestion would be that colonists which aren't drafted should try to escape to their own quarters for safety instead of mindlessly carrying on with their jobs (someone hauling during a firefight ain't funny).
Colonists who accidentally shoot and/or kill allies should get a negative thought for doing so.
-5 For wounding an ally.
-15 For killing an ally.
Psychopaths wouldn't get the thoughts.
In order of priority. Not sure they're all "cheap" but I think they should be relatively so.
1) Make job distinctions between plant cutting, wood chopping, and most importantly crop harvesting. Also between crafting and corps clearing.
2) Doors that exceed the strength of walls or some way to defend minor rear entrances other than emergency wall offs while still allowing passage.
3) Allow more than 4 levels of priorities for colonists, 10 perhaps.
4) Make enemy wave sizes determined only by time or provide some option for this. Else provide some way to adequately defend later waves. AOE turrets of some kind?
5) Make manning mortars a job option like any other (mining, cooking ...).
6) Automatically undraft colonists after performing an arrest, capture, or rescue.
7) Give colonists mental boost for performing tasks they enjoy. Particularly important for miners that are always in unpleasant environments.
8 ) Make pastures for automatically producing meat.
Drop down manes for traders would be great. Especially for combat supplier.
I quite often want to sell all my pistols and M-16 for instance and I am tiried of having to scroll down.
If I have drop down menu for each weapon I can just select sell all pistols with one click and be done with it.
Also ability to sell/buy clothing would be great.
Additional drop down menu for stockpiles "All" it will make it easier to just switch everything off or on while creating new stockpiles.
A blast door 3x1,2x1, or 1x1, requires power hook up like any of the items that use electric. won't open without power, really high hp, can close without power(potential for a colonist/raider to be crushed by the door if they're too slow)
Not sure if this was suggested already, but it would be sweet if you could select the type of meals you served prisoners. Also if prisoners are isolated from each other and say you sold some of them, the rest of their group shouldn't get a negative effect, because they have no contact with them. How would they know you sold their pals?
A wood burning oven would be nice to cook without power and be a step up from cooking over a fire pit like some have suggested.
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I've been playing as a tribal group recently, which is a fun challenge even on the easiest difficulty. The one obvious limit I have given myself is to either limit use of technology or eliminate it entirely, so no powered items, modern weapons & armour, or otherwise advanced things. However, there are some things that are vital to long term sustainability that also fall under the category of "Technology" and so I cannot use them. Here are some ideas that would benefit both the early game and tribal colonies:
Fire Pits - A cooking implement made out of basic materials. Something like this would only be able to make simple meals and would take a little longer doing so, with very good cooks being able to make fine meals at best, and if it's not too hard to program, it could be unusable if outside during rain.
Standing Torches - Like a standing light, only made out of wood and powerless. Since it is cheaper, it would not have as high a lighting level, and like the fire pit would go out during rain if left outside.
Tribal Furniture - Cheap, small, and weak in comparison to basic furniture. Things such as sitting rocks for stools, eating basins, and ground-based tribal beds, which give no positive or negative moods. Great for people on a budget, or colonies who are not yet ready to dedicate their resources but still want to keep their people from rampaging.
Totems - Decorative items. They could give buffs to friendly people and debuffs to hostiles, facilitating their use as a psychological weapon.
Smoke Signals - Two items, The Smoke Beacon and Smoke Signaller, that work in tandem like the Orbital Trade Beacon and Comms Console. The Smoke Beacon would have a much smaller radius than the Trade Beacon, and neither would work inside or in the presence of weather (It's hard to see smoke in fog) but neither would require power. Due to their drawbacks they would not be good long-term substitutes for their counterparts.
Muffalo Traps - As basic as it gets. Whoever steps on the trap will have some nasty foot injuries and bleeding to deal with, so even if they don't do much in the way of damage, the slowing effect will surely be very handy! The only drawback would be that AI would typically be too stupid to avoid them, so they might have to be useless against friendlies to offset this.
In my opinion, these cheap objects would make great short-term substitutes for the early game as well as being useful for tribals. Of all the objects in this list, Fire Pits and Standing Torches are possibly the most important ones, since early on most people will want to dedicate electricity to more urgent matters such as security.
Thanks for reading :)
Option to release or exchange prisoners with raiders to improve relationships.
For example I was raided by locals and took 5 of them captive I can instead set them free for a boost of relationship with that factions or sell them for money. If I keep them relationship with a faction decrease even more.
Quote from: Feniks on September 09, 2014, 12:03:41 PM
Option to release or exchange prisoners with raiders to improve relationships.
For example I was raided by locals and took 5 of them captive I can instead set them free for a boost of relationship with that factions or sell them for money. If I keep them relationship with a faction decrease even more.
You
CAN sell prisoners to slavers :)
I know but here I'm not talking about selling but more ransom or exchange. They pay you gold get their guys back probably pay you less than slaver but for that they hate you less because you actually released some of their friends.
Couple ideas I've had floating around.
1) Trade ship icons on top right corner of screen. Just a small spaceship icon for each trader in orbit, perhaps colored to depict industrial, food, weapons, or slave trader. Easy to tell at a glance if you can trade.
2) Differentiate the alert/mail icons. Perhaps something different than a mail icon, or perhaps add a graphic to the various different message icons for immediate recognition.
3) Add a 'forbidden' zone, and a way to toggle it on and off. This would really help with colony management when you end up with hundreds of corpses, and also serve as a way to get your colonists back into base during raids.
4)Squads. I know this has been asked for, but being able to group my colonists based on their abilities would be very useful. When alpha 7 hits, I'd love to have my elite R4 troopers and Chainsaw Ninjas available with a simple button press.
can we put lights on tables please?
A wall section that you can raise and lower like a gate, with 3 types wood, stone and metal.
Wood gates would look medieval. stone gates would rise outa the ground and Metal would be futuristic.
I want to be able to let those raiders in (once some sorta raider fear mechanic has been implemented) To kill and capture them all so they don't come back for a very long time.
I didn't look to see if it was suggested already, but it would be nice to assign custom prefixes to names. This way i can assign positions such as "Chief Medical Officer", "Bedridden" and so on to specific colonists so that I can more easily tell who is who at first glance. I like the current system where they have their job-oriented naming scheme, but this would take it a step further.
Thanks
This may have already been recommended or it's in development but prosthetic arms and legs, larger and faster turrets like the mortars in that they need a person operating them, the ability to sell meals, maybe the ability to set meal times so all colonists will eat at one time that way the cooks have a chance to cook enough meals to keep up. And lastly and this is kind of a major thing but maybe vehicles like motorcycles and jeeps, raiders could bring them when they attack, in order to fight off the vehicles colonists could have RPG's and this would finally give the missiles another use besides trade.
planning color mode so you can see the diffrence between walls, wires and other stuff, when you are making plans
Can we see people's passions in the overview screen when we are assigning work profits to them. It should be in the tool tip that already comes up.
I have not read all 75 pages, but different color weapons each different color represents a tier of strength.
say for instance a red grip on a bow or gun could be a high power dangerous tier (rare), Yellow a mid range damage,(uncommon) green a little bit better (common) than the average weapon.
Maybe something that could help crossover modded games to non-modded games as I have lost a couple good saves to that, don't use mods anymore though
Came up with these suggestions for cheapies. Apologies if they have been suggested or discussed before :)
- Curfew mode: Colonists don't autonomously route outside the home zone while this mode is on
- Give the edge scrolling some love: Implement diagonal scrolling, fix the problem with open menus preventing edge scrolling pretty please
- Force-prioritize colonist action: Prioritizing actions sometimes takes soo many clicks. I'd love to be able to enforce it; could be a one-time exception or the checkbox for this action gets auto-ticked for the selected colonist.
- Research finished: Please make it show a list of the new things I can build
- Add a display: "n Colonists currently drafted". It's so easy to lose track of who is still drafted, especially when they just rescued someone and are just standing by their bed, awaiting orders.
A concrete barricade, basically a step up from sand bags, with higher hp.
Trees and wood structures leave ash behind when they burn down. Is simple, no? :)
Going to read through all the pages, backwards... but incase they haven't been mentioned,
Machetes... give this gal an utilitarian yet lethal blade to slice the snot outta madmen and muffalo alike.
That, and actually anything thal allows one to beautify/modify their surroundings. As a crafter/builder primarily, the more plants/crops/decorative options I can play with, the happier I, and my tribe, will be.
Randomized landing site option.
While I like the game, having to select a landing site every time I decide to start a new colony not only gets tedious but also feels somewhat immersion-breaking as I like the idea of the survivors crash landing at a random spot (i.e., having no control over where they end up) and just having to deal with it. So basically an option to have the game pick a valid landing site at random would be ideal. Coincidentally, it could also be nice to have an option in the New Colony screen to have a planet selected at random from those in the created list as well, for an even higher level of randomness. :) (I wonder if it's obvious that Randy Random is my favorite mode...)
Note - found out how to do rock chunk things, i'm stupid :(
I think it'd be nice to be able to prioritize hauling rock chunks, I know it may sound pedantic but I really don't like the fact that I have chunks of rocks laying around in my base but I cannot prioritize clearing it which aggravates me, It should be rather simple to do
(Hoping that it's not me messing something up on my side or already mentioned)
And also because the bandit attack thread was closed I'd quite like to see bandits that sneak up under the pretense of being allied guys and once they actually reach your base they kidnap someone or steal some stuff. You can check them via looking at their gear and stuff so you can try to work out who is a bandit and who's not, would ward against inactivity in terms of seeing guests coming and just right clicking the message, although in general terms it'd probably be better to balance it by adding some reason to want guests in your colony (sorry for writing here but the bandit thread hadn't been posted in for 120 days)
Fixed name/type of trader combinations (e.g. Ludeon Lubricant company only is an industrial trader in one game/planet).
(Hotkeys for saving and loading)
My cheapest and smallest suggestion is, adding ctrl+s and ctrl+l to request saving and loading dialog.
Seeing what the colonist looks like and maybe changing it's apperence
Some of these may be repeats, but oh well, they must just be good ideas if so.
-Tranq gun. Short range, high chance of incapacitating target
-Tranq rifle. Tranq gun with longer range, but MUCH slower rate of fire.
-Metal doors/gates. Very strong, but slow to pass through and don't conduct.
-Raiders that target open supply dumps and make off with your resources
-Tools and equipable items that provide a buff to a related skill or skills, also increase the odds of the colonist prioritizing related tasks. So, a hammer would provide +1 to construction, and the colonist would choose to build structures more often, etc.
-Lightning rods. Expensive, but during thunderstorms lightening strikes will be biased toward occurring closer to the rods.
-Colonists prioritize their own vital needs over other tasks. No hauling supplies to a construction half way across the map when you are urgently hungry exhausted and nearing a mental break. Or rushing to repair a turret under a hail of fire from attacking mechanoids.
-When mining, deposits have a small random chance to drop silver instead of metal.
-Medipods. Unlock after researching cryopods. Work like medical beds with a much higher chance for speedy and complete recovery.
-Half sized solar cells. Good for tight areas with low energy needs.
Just a program to dismantle weapons for metal (or scrap) and wood in the machining table...
If not possible, at least allow the crematorium burn them.
I have fields of weapons that i cannot sell fast enough...
Animal pelts, dropped when the animal is butchered, to trade with the local tribes. Could later implement a tanning work bench to cure hides and craft leather goods, craft or artistic ability would determine quality/price of produced goods. Would function much like stripping clothes off corpses.
Traps for raiders, everything from bear traps to bottomless pitfalls.
some traps are activated by sensors or trip wires.
I'm also thinking about if it is possible to modify eg. a carpet, and have it behave like a hole in the ground, lets say 1 meter or so, then you could use this in some interesting ways, here is some of them:
1) use them as a trench that the colonists can hide in and shoot from.
2) if you connect a trench to some kind of lake you get a moat, that is hard to cross and will slow down everyone that tries.
3) if some kind of drawbridge is implemented that have some kind of trap hatchets in it, so raiders can fall through it, then it would be possible to trap raiders in a deeper hole, and then flood the hole by connecting it to a lake and drowning the raiders (lava would be even nicer, although you would loose all the loot), if the water then could be pumped out you could access the loot and corpses.
4) a moat could also be used near a farm to make the ground wet and fertile.
Saveable Starting Colonist Groups.
Just like how you can create and save planets to land on, it would be nice if you could also create and save colonist groups to use later when starting a new colony so that if you wanted to you could have the same set of colonists crash-land on another planet for subsequent playthroughs or game restarts (which could also potentially be a useful feature for testing mods and such).
While starting a new colony with a completely random (i.e., no re-rolling stats) set of colonists has its charm, there are times when a player wants to have their colonists start with particular things and so it can be a bit tedious constantly re-rolling stats over and over again every time you want to restart a colony that way.
Weapon Re-Engineering
A researchable bench, much like the Machining table, that after a very long, metal-expensive, power-hungry process allows your colonists to use the weapons of dead Mechanoids.
Would need to be, as stated previously, very difficult to perform or it becomes too OP
Also, please rebalanced the warden job so that wardens prioritize feeding and caring for prisoners over socializing and trying to convert them. I've had prisoners starve to death right after a friendly chat.
Speaking of food and starvation, please have settlers prioritize the harvesting and hauling of foodstuffs over most other tasks once the Low Food or at least Starvation status is triggered. My settlers starve to death while they lay down floor tiles I forgot to cancel X(
1. Ability to manually set a color for a stockpile, ie I'd love to set my food stockpiles to green and so on.
- When managing many stockpiles it easily gets confusing what they are for, and I feel this could help out greatly.
2. A quickview of current trade ships in orbit. This could be a line with a number representing the amount of orbiting ships.
- Currently it is very easy to not notice if a ship is in orbit. Even with the blue message, I usually ignore those, because they aren't a bad message :) I only notice yellow and reds...
Prostetic limbs
Quote from: Kain21 on September 22, 2014, 09:58:09 PM
Prostetic limbs
Coming soon to an alpha (7) near you! ;)
Check under Aug. 18
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
Encounter new factions as events later in the game, and maybe start out without knowing any factions until they visit or raid?
Lawns. Just Add Poverty Grass to the list of things you can put in a grow zone.
Quote from: Psyckosama on September 23, 2014, 05:22:36 PM
Lawns. Just Add Poverty Grass to the list of things you can put in a grow zone.
Whats wrong with green carpet?
(I kid...I like the idea of fully grassed areas)
Factions have their own resources. When they raid with overwhelming numbers, and then get massacred, they go extinct.
Optional fog of war and aloe plants for use in the treatment of burns
Ketchup :D
And snakes, big snakes! :P
Here's one. Thrown weapons like molotovs, but instead of starting fires - glue/grease/whatever to slow them down.
Bionic implants. Not upgrades. So If you have a surgeon (medicine 10+) and the right research done, you can give the leg back to the colonist that lost it. Or the arm; or you could reduce brain damage. Having useless colonist die of starvation is quite sad.
Add ability to set colony to ALERT mode - civilian colonists will be allowed to move only on home region zone. Even better - add separate to home region 'safe zone' marker.
Easy to program: Quick selecting of multiple colonists
Like in many RTS games, select a few colonists, press Ctrl+<number> to make a quick selection hotkey for these colonists.
Example situation:
Raiders landed nearby and plan to siege your colony. You click the link in the warning message and take a look. You see the raiders and press for example 5, to select all your snipers and tell them to move to the raiders position.
No more need to search the entire colony for all the snipers :)
Not sure if it's mentioned before though. If it is, Sorry!
Basic information overlays:
Work just like zones, but you can toggle them on off, so you don't have to mouse-over every square on the map to see the values (different values expressed with different colors)
I can only think of a few just now
- Soil type
- Roof type
- Environment quality
- Walk speed (of the terrain)
A dog
Ok. Alpha 7 has a quick machine learning. We already have vat grown soldiers. That means the "vat" to grow them exist in Rimworld galaxy.
What about "Vat grown colonist"? They could be programmed not only to shoot people!
How about two separate "crops are gone" events with one just affecting hydroponic crops? Or maybe make the crop event only affect X% of outdoor crops? It would give outside farms a bit of a pro compared to indoor farms and it would maintain the severity of the event if all you had were hydroponics.
Not sure how feasible this is since I haven't looked at the event code, but I think it would add some flavor to the crop blight event.
The ability to set an anchor point to one location on the map. Then a button somewhere on the UI that if you click it, it'll teleport your camera view back to that location. (I'm always having to scroll all the way out to find my base after jumping to an event location.)
To make it so if you click to build something, it builds it out of the default material, and you have to change the material by right clicking.
Turnips anyone? :D
Robot Mechtoid Slaves.
Example a Syther gets killed, then a colonist who has a high enough, building skill can attempt to repair it at a Bench, and attempt to insert a ship AI to "re-program" it to be friendly.
It can then roam about the base protecting you from baddies, have customizable weapons (Attach, detach weapons) and clean up dirty area in the home areas.
How about the ability to give some of your guys a day off work?
It would be especially useful for those going through psych drones, or some people who are just generally on the verge of mental break. Additionally being assigned time off would make them happier, give them a break day. The effect could be amplified if it's someone's birthday.
Quote from: TinnedEpic on October 03, 2014, 12:31:08 PM
How about the ability to give some of your guys a day off work?
It would be especially useful for those going through psych drones, or some people who are just generally on the verge of mental break. Additionally being assigned time off would make them happier, give them a break day. The effect could be amplified if it's someone's birthday.
I suggested a idle/chill time which you could slide in a % fashion, so someone under a lot of stress you would put a 50% workload, half their time they could spend on chill objects (yet to be introduced), like VR simulators, sitting on a bench watching the sky, chatting with other people...
Do Tynan still follow this thread? x3
Well, I've mentioned this to him before on reddit... The problem is the equipment racks. Their storage menu isn't very user friendly at the moment, causing quite the click-fest if you want to deselect all the weapons. This is especially true if you got a lot of racks and want to deselect most of the weapons on all of them... for example if you just want to store one specific weapon in each one (like I do).
Back on Reddit I was being dumb and suggested the "select/deselect all" button as the solution, because would be nice to have for all storage menu's really... I still would love that feature, but as Tynan seemed to feel that was going to be a lot of effort for little gain I wanted to suggest a more cheap way of solving the issue here.
The cheap solution (at least I believe it is) is to give the weapons a parent group, like they got in other storage menu's, see attachment for visual example. Sorry for being annoying about this, but it has been my main annoyance while playing the game since alpha 1, and the problem only gets worse for each update (more weapons added). ^^;
PS. This kinda need to be considered for the Tailor workbench bills too (even better, having separate parent groups for fabrics and leathers)...
[attachment deleted by admin: too old]
Quote from: TinnedEpic on October 03, 2014, 12:31:08 PM
How about the ability to give some of your guys a day off work?
It would be especially useful for those going through psych drones, or some people who are just generally on the verge of mental break. Additionally being assigned time off would make them happier, give them a break day. The effect could be amplified if it's someone's birthday.
Not wanting to be a spoil sports guys, especially because recreation time is a good idea that have been suggested by many - but it's NOT a cheap idea. It's a full system that would require new objects and AI behavior. A whole update month would have to be dedicated to it. Especially if the system is going to be made in a way that is fun and not just a way to make mental breaks easier to manage - which would not be fun.
To the Moderators: Sorry for double posting, but I am hopelessly organized to the point of being OCPD and can't resist the urge to pointing things like this out when I see it, and since I didn't want to clutter my previous post with this I put it in a follow up post instead, my apologies again. :/
I never understood why select all/none would be such a hassle. The hassle is not having it.
First few really cheap ideas: The rocket launcher and napalm rocket launcher. They should be just matter of taking a basic frag grenade, giving it more range and ability to explode on contact and new sprite.
Next is little more complicated: using AI core as brain transplant. Because the AI core itself doesn't fit inside settlers' skulls, the operation should use just one shard of AI core. AI core which has been used for brain transplants can be no longer used as Ship AI. Additionally, having AI brain makes the settles super intelligent (+medicine, +shooting and +research) but leaves them as cold, calculative and empty shells of their past self (-social, -artistic and -growing).
It would be nice if colonists stopped shooting at targets that are in close-combat with other colonists. Right now, once one of the enemies charges the lines and engages a colonist, the others will likely shoot that enemy because he's so close, or that's how I guess target priorities work. Kicking enemies in melee off the target list altogether would be nice. Then we'd only have to manually target close-combats if we actually want our people to shoot in, not the other way around.
Here is one we could all agree on, a 'Rescue' option for colonists walking around in a daze. Never made must sense to me why we have to capture and imprison them.
A button that resets all manual priorities to 4.
Especially due to the Mac double-click bug, it's frustrating to change the priorities to match what I need done at a certain time, so a way to reset everything in one click, so I can (in one click) prioritize a single task would be excellent.
Yesterday, I tried to run a colony as a cannibalistic settlementâ€"I made my starting 3 have the cannibal trait, even captured a friendly guy and ate himâ€"but I was disappointed to see that there were no positive thoughts associated with cannibals eating human meat. I think that such traits would greatly benefit from a little positive feedback. It would also make sense if negative thoughts were dependent on who got eaten. An enemy would probably be less psychologically difficult to eat than a friend. On the other hand, the prospect of starvation would also probably reduce the psychological barrier to eating another person.
Quote from: Lecos on October 04, 2014, 05:56:06 AM
It would be nice if colonists stopped shooting at targets that are in close-combat with other colonists. Right now, once one of the enemies charges the lines and engages a colonist, the others will likely shoot that enemy because he's so close, or that's how I guess target priorities work. Kicking enemies in melee off the target list altogether would be nice. Then we'd only have to manually target close-combats if we actually want our people to shoot in, not the other way around.
I've had pawns who shot other colonists while hunting. It's really annoying.
Being able to remove light sensors from mechanoids to use as eyes in a similar way to use their knife protrusions as hands.
Also smell/sound sensors for noses and ears.
1. Blood moon - for the duration of the night ALL animals go psychotic. Short duration but a little sh*t storm to keep you on your toes.
2. Plants that grow only at night time. Just to keep things different.
3. Animal type that behaves differently with day/night (aggressive vs passive).
Create a low wall (like sandbags) out of the bodies of your enemies. Could give an increased dent to enemy morale so they are more likely to flee but also has a negative effect your colonists (unless they have the relevant traits).
Quote from: bewarethegazebo on October 04, 2014, 05:52:15 PM
2. Plants that grow only at night time. Just to keep things different.
3. Animal type that behaves differently with day/night (aggressive vs passive).
2. Fungi
3. Predators (Lions? Wolves?)
Quote from: milon on July 09, 2014, 02:10:39 PM
Quote from: ogto on July 06, 2014, 05:53:11 PM
i'd like a way to prioritize certain jobs, like construct something, gather something, etc. maybe when selecting something to build or to do, you can use one of three priorities.
i know that, but i want to prioritize not a TYPE of job, but A job. Construct THIS wall, haul THIS item, etc.
- soundbyte to go with socializing colonists that are onscreen
- Happy events (your batteries are fully charged after lightning strike)
- volatile shells from crashed pods - risky returns
- default settings for hauling items (adding checkbox "always" with certain options)
- raiders rescueing downed teammembers in 'leave no men behind'-style
- EDIT: Just thought of this: perhaps not all 3 escape pods land safely, randomize just 2 or even 1 colonist surviving.
Not cheap but cool:
- boobytraps (like an exploding turret but invisible to attackers triggered by proximity)
Buried power conduits - take x longer to construct than regular power conduits but can only be damaged by impact/explosion (mortars, pods, grenades, etc.)
Cleanliness - Blood, dirt, etc. near healing colonists/prisoners greatly increases chance of infection. General uncleanliness increases chance of disease.
Manned pillboxes, to give colonists a chance to defend with all the different weapons in the game without dying instantly.
Quote from: ogto on October 06, 2014, 08:37:09 AM
i know that, but i want to prioritize not a TYPE of job, but A job. Construct THIS wall, haul THIS item, etc.
Select the colonist and right click what you want him to do.
Make crashed AI ship parts drop plasteel when destroyed. (instead of metal, or some of each)
Alright, here's another one. On the Overview page, add a check-box on the top of each job type. As long as that box is checked that job is disabled for all pawns. Toss a red line through it like is shown on incapped pawns. Would make temporarily shifting priorities a snap without forgetting how you had em set. Bonus points if you can still manually order colonists to do said job.
Also, on the trade screen it'd be nice to have the Silver row 'sticky' and always visible even when you scroll down.
Make raiders Focus on Buildings_PowerPlant as they are focusing on doors.
So that they try to destroy the power sources if they can reach it easily.
Deconstruct mechanoids to make plasteel?
Quote from: Tumuel on October 07, 2014, 11:49:30 AM
Deconstruct mechanoids to make plasteel?
i like this one.
Fences! They would keep animals out of my vegetable patches and eating my crops! (Which I love!) - pawns could pass through them. Don't get much cheaper then that!
There should be a couple of spawns of 'Handful of stones' weapons on the map, so if you ever are lacking a ranged weapon you can grab them. After all there should be stones about naturally.
Quote from: llunauk on October 07, 2014, 02:02:44 PM
Fences! They would keep animals out of my vegetable patches and eating my crops! (Which I love!) - pawns could pass through them. Don't get much cheaper then that!
Just a skinned wall and door to look like fences and gates, its been done in mods for a while. Wood tweaks has it.
Quote from: skullywag on October 07, 2014, 05:28:31 PM
Quote from: llunauk on October 07, 2014, 02:02:44 PM
Fences! They would keep animals out of my vegetable patches and eating my crops! (Which I love!) - pawns could pass through them. Don't get much cheaper then that!
Just a skinned wall and door to look like fences and gates, its been done in mods for a while. Wood tweaks has it.
I think I've played with it already but the problem was that that they were walls and my pawns couldn't pass though. I'll go re-check though to make sure. Thanks for the heads up :)
Ordering up one wall over another wall should make the colonists replace the first wall with the second, without having to deconstruct and then designate the re-construction in a new material.
Here's an example:
- You have a wall made of metal.
- After your first siege, you decide to replace the wall with stone.
- You designate the stone wall to be built over the metal wall; the colonists deconstruct the metal wall and build the stone wall without the risk of you forgetting to build in the new wall and being left defenseless.
Quote from: Tumuel on October 07, 2014, 11:49:30 AM
Deconstruct mechanoids to make plasteel?
Quote from: Cimanyd on October 06, 2014, 05:29:48 PM
Make crashed AI ship parts drop plasteel when destroyed. (instead of metal, or some of each)
Yes. Plasteel is rarer than gold.
A lighted wall. So the wall emits light but also acts as a wall.
Please, represent passion level in the job overview!
Something like this:
(http://i59.tinypic.com/2yuzqcj.png)
Id like to see colonists holding onto meals in their inventory, so that if they are off fighting or sniping a siege or just mining at the other side of the map, they can just chow down and get back to work rather than walk all over the place or risk mental breaks.
Quote from: Captain Meow on October 08, 2014, 10:16:09 AM
Please, represent passion level in the job overview!
This would be SO useful, thumbs up :D
As you can remove the blades from scythers there should be something you can remove from centipedes if they get incap'd. Maybe take their head as a helmet with great resists?
Track the kills of each colonist in the stats. Don't have to do anything with it, I just like seeing how many people i've killed
Quote from: Geokinesis on October 09, 2014, 01:52:48 PM
As you can remove the blades from scythers
We can? How? How did I miss this.
Quote from: Nasikabatrachus on October 10, 2014, 09:20:34 PM
Quote from: Geokinesis on October 09, 2014, 01:52:48 PM
As you can remove the blades from scythers
We can? How? How did I miss this.
They need to be incap'd not dead. Then when you look at their health, where you would see the operations tab for humans is a tab where you have the option to remove their blades (providing they weren't damaged in battle) and to shut down the mech.
I'd like to see themed raider factions both for serious story reasons and shits n giggles.
Imagine: A faction of anti-slavery activist group/revolutionaries who, if you buy/sell slaves, will attack you and try to liberate/kidnap your slaves. Or if you don't involve yourself with slave trading they may even help you.
Or for more of a joke faction, psychopathic clowns that come in trying to murder you. I'd also like to see more uniform enemies attacking like established private armies with their own uniforms perhaps, or something akin to that.
Quote from: Captain Meow on October 08, 2014, 10:16:09 AM
Please, represent passion level in the job overview!
Something like this:
(http://i59.tinypic.com/2yuzqcj.png)
Oooh I want these!
That would be very useful.
Allow desiccated animal corpses to be buried or cremated.
Something for us modders (helps with savegames from other players):
-An savegame entry about which mods are active
-Maybe a check, if all the needed mods are active when loading a savegame?
Quote from: Haplo on October 12, 2014, 10:30:12 AM
Something for us modders (helps with savegames from other players):
-An savegame entry about which mods are active
-Maybe a check, if all the needed mods are active when loading a savegame?
+1
basically I also want the active mods list to be saved in the savegame
New entity: Cleaning Robot (like a Roomba), just goes around cleaning-- maybe limited to areas that are within a radius of available power nodes
Ability to upgrade/replace walls without having to sell them first, bit like how the Conduit Wall can go directly on top of an existing power conduit
Colonists use closest available resource instead of only using resources from stockpiles. I deconstruct a wood wall and set a blueprint for wood conduit wall, the pawn takes the wood back to the stockpile and brings back a different pile of wood to work on the wall with -_-
Quote from: kingtyris on October 13, 2014, 07:41:26 PM
Colonists use closest available resource instead of only using resources from stockpiles. I deconstruct a wood wall and set a blueprint for wood conduit wall, the pawn takes the wood back to the stockpile and brings back a different pile of wood to work on the wall with -_-
I believe this is already the case with crafting stations.
A button (or other method) that toggles seeing the radius of buildings. When building storage zones around drop beacons or really anything around turrets, it's important for me to know how big the range is. I end up having to select the object, compare what I've already done, build more, and repeat until things are finished.
I was thinking the other day about how i hate when there are repeated days of rain or extreme heat so maybe a cool feature would be to add the weather affecting mood. Like one trait could be that a person is sad during rain and this drops their mood, or someone loves rain. Too hot or too cold in certain climates. People reacting to their environment is something we all do and i feel this would make the game characters more human.
Speaking of humans are we ever going to see alien races? Because there is a screen that says the person is an average human. Aliens could be stronger or weaker at certain ting depending on race. And there could be variations on just humans, people could be androids or cyborgs.
+1 on the weather affecting mood, seems like it would be easy enough to add, and having the occasional colonist who gets happy or depressed over certain types of weather would add some variety and further complexify things (doesn't have to be a very common trait either, but even having it be somewhat rare for extra flavor couldn't hurt). For instance if I'm embarking in high precipitation jungle terrain, that otherwise really good looking colonist might actually become a liability on a regular basis.
Cheap idea: let us assign prisoner beds to a specific prisoner same as for colonists(wardens would be in charge of making sure they're all in the right room). There's definitely prisoners you don't give much of a crap about, and then there's VIP prisoners you absolutely want to keep in good shape, please and recruit. It makes sense to let the colony choose where it wants which prisoner.
1. A tool to mass-forbid items in a selected area would be nice.
2. A better way to strip corpses: have a selectable option that can be toggled when individual or multiple corpses are selected, instead of requiring the player to manually order each corpse to be stripped.
Remove or reduce the negative moods for harvesting/selling prisoners that were obtained when they attacked you first.
Realistically, if someone shot at you in attempts to kill you just to take your stuff or to harvest/sell you, I'd imagine you wouldn't show much - if any - remorse in returning the favor.
I'd also imagine that several professions, such as military, would not feel a mood drop from this, having experienced the realities of war.
Quote from: TheSilencedScream on October 16, 2014, 12:28:18 PM
Remove or reduce the negative moods for harvesting/selling prisoners that were obtained when they attacked you first.
Agreed. One of the things that bothered me the most in Salem (back when Seatribe was still in charge), is how you turn into a flagged criminal for defending yourself.
A guy who charged in wanting to kill you shouldn't cause morale penalties if you dispose of him.
a way to apply medicine while still on the battlefield
ive had quite a few situations where a colonist will bleed out whilst dragging them back
a way to (maybe 50-70%)stop bleeding by applying medicine before dragging
^it should be reallyshort term-about the time to drag a colonist half-way across a map
Quote from: richeygator on October 16, 2014, 07:50:36 PM
a way to apply medicine while still on the battlefield
ive had quite a few situations where a colonist will bleed out whilst dragging them back
a way to (maybe 50-70%)stop bleeding by applying medicine before dragging
^it should be reallyshort term-about the time to drag a colonist half-way across a map
^ Essentially "First Aid"
It'd be nice to have height and width displayed for you while placing walls, zones etc.
add the game as a cd for Christmas so people can buy it and put it under the Christmas tree. :)
Quote from: Electroman195 on October 18, 2014, 10:08:39 AM
add the game as a cd for Christmas so people can buy it and put it under the Christmas tree. :)
if you want to do this you could just burn the files to a CD
i could throw together a disk cover if you want
Fire Extinguishers and Flamethrowers.
Also I would really like an easier way to chase down enemies kidnapping my colonists. Maybe if you made them slower when they are carrying people or added some kind of shoes/pants that make my colonists faster. Another idea would be an expensive tile that makes my colonists faster, but not enemies. That could also go a long with the boots idea. They could only travel faster if they are wearing certain boots?
Slowing down people who are dragging others is not a bad idea, as long as the person doing the dragging is able to stabilize the other (IE, have their condition not deteriorate) for as long as they're being dragged.
A pair of new possible character traits:
Energetic: shorter sleep times, and as a result is able to work more hours of each day
Listless: longer sleep times, and as a result must work less hours of each day
In case this thread is still being checked, here's an idea!
Add an xml flag to either 1. body defs 2. possibly a medical recipe - that allows a prosthetic, implant, etc. to not replace or disallow implants on child parts.
Mechanoid hive a variation on the crashed ship part slowly spawns mechanoids for forever but no effect on morale long term the mechanoids will slowly expand this is more of a time based one also hive starts with 4 centipedes and 4 scythers emp weapons will reset the hives mechanoid production rate.
First I have to say: This game is so awesome!
It's really fun in fight, especially fight with giant robot Centipede!
then Idea just come out. I wonder if these feature will happen in future:
-Body Part : more robot part maybe?
-Build Robot (need RESEARCH first) : that can allows colonist to build robots (with new Table?), which have different types. Like MinerRobot or
GuardRobot.
-New Race -Dwarf : They will rob your silver and gold. They can join your colony if you capture them.
I would highly recommend making the trading screen a little more obvious as to what you drag to buy or sell. I would also like to see a "Buy all" or "Sell all" option. Possibly the ability to type in the amount I want to sell. If I've got 2000+ cloth to sell I don't want to wait for forever selecting them to be sold.
A 1x1 table would be cool, maybe for ultra-small prison cells or for other uses.
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.
Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died
/game
You can image how much this made me want to play again! :)
Quote from: Mystic on October 18, 2014, 06:08:36 PM
A pair of new possible character traits:
Energetic: shorter sleep times, and as a result is able to work more hours of each day
Listless: longer sleep times, and as a result must work less hours of each day
Energetic should be called insomniac, and it might increase the MBT with Listless decreasing it.
Quote from: Grey_Mako on October 24, 2014, 01:46:43 PM
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.
Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died
/game
You can image how much this made me want to play again! :)
obviously needs to be fixed, but for now, just turn off medical long enough for them to take care of themselves.
Quote from: Grey_Mako on October 24, 2014, 01:46:43 PM
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.
Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died
/game
You can image how much this made me want to play again! :)
That doesn't sound right. Doctors will feed patients before eating (as said above, you can get around that by unchecking "doctor" just long enough for them to go eat) but that doesn't happen with constructing or repairing. It sounds more like your doctors fed the last of the available food to the patients, and then had no food to eat. What cooked meals are you talking about? If the dead attackers dropped meals, they'll be forbidden (have a little red x on them) and colonists won't touch forbidden things at all, you should select them all and unforbid them. Did the colonists try to eat the crops they harvested?
Quote from: Cimanyd on October 24, 2014, 02:58:40 PM
Quote from: Grey_Mako on October 24, 2014, 01:46:43 PM
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.
Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died
/game
You can image how much this made me want to play again! :)
That doesn't sound right. Doctors will feed patients before eating (as said above, you can get around that by unchecking "doctor" just long enough for them to go eat) but that doesn't happen with constructing or repairing. It sounds more like your doctors fed the last of the available food to the patients, and then had no food to eat. What cooked meals are you talking about? If the dead attackers dropped meals, they'll be forbidden (have a little red x on them) and colonists won't touch forbidden things at all, you should select them all and unforbid them. Did the colonists try to eat the crops they harvested?
They fed the meals that were left (in my base) to the patients, then when they harvested the crops, they fed them those too.
They started doing other tasks like constructing etc once they'd ran out of food. But my issue there is that they should have been more inclined to harvest the crops to eat (you'd think).
The ones dropped by pirates we're also fed to patients once I'd 'F'd them :)
Just seems like a very important no brainer to me, that you'd prioritise keeping yourself alive if your long term goal was to save a patient ;)
On the 'Work' tab in the 'Overview', put numbers next to the colonist names so we can count how many we have!
I have a few ideas...
Make it so when you kill a mech you can create a assembly table to recreate it. it would also be cool if you could buy them of traders but would be really expensive.
They would act exactly like colonists but would not require food and can't suffer mental difficulties but would have to enter a charging station to charge like a colonist sleeps. there would be different types...
-Cleaner (cheapest) just cleans any dirt extremely fast
-Cook (quite pricey) just cooks extremely fast
-Guard (Really expensive) Guards the colony and will use its built in machine gun on anything aggressive
-Medic(Quite pricey) Heals extremely well
Also the charging stations do require power and so if the electric is out then they can become useless and will be frozen in place.
Leaders-
Normal-
Make colonists 10% work faster and when under attack defenders will protect him and he can make them get the high morale trait which when under attack if they're near him which makes them be more effective with weapons.
Monarch-
Same as normal but requires a royal bed, Throne and a crown
Gives them the pride trait making them 25% happier and 20% Faster. If he dies there will be a mourning disadvantage which means all colonists are 50% more unhappy.
Fight back(huge)
you probably wont do this as i expect it will be really hard but basically you can enter new land owned by others and will be able to loot,kill,kidnap and burn they're colony. This makes them much weaker and so there are 50% less attacks from them.
thats all ;)
hope you at least add the mech one as i think it would be easiest and its my favorite
BTW i love people like you that use the community's ideas and implement them into the game.
-tom
I've noticed that if you select a site on the world map with two or more sides facing ocean you still only get ocean on one of the sides of the map when it generates. Would it be pretty simple to change that? If so I think it would be cool to do, if only so that you could have island maps.
Quote from: Torus2112 on October 26, 2014, 05:37:52 PM
I've noticed that if you select a site on the world map with two or more sides facing ocean you still only get ocean on one of the sides of the map when it generates. Would it be pretty simple to change that? If so I think it would be cool to do, if only so that you could have island maps.
that^
Quote from: errorship on October 02, 2014, 10:14:38 AM
How about two separate "crops are gone" events with one just affecting hydroponic crops? Or maybe make the crop event only affect X% of outdoor crops? It would give outside farms a bit of a pro compared to indoor farms and it would maintain the severity of the event if all you had were hydroponics.
Not sure how feasible this is since I haven't looked at the event code, but I think it would add some flavor to the crop blight event.
That, but IRL a blight is crop specific and an effect of having large monocultures . So change the event to " A blight has affected your crops, nearly all your potatoes are gone "
It distinguishes between outdoor and hydroponics automatically, because accelo-potatoes are a different plant than outdoor potatoes.
The mysterious blight incident only removes 85% of your crops...just sayin.
When prisoners escape, they grab a gun if it's on the way out. Then if your colonists start chasing them, he/she can fight back.
If the pirates stumble over gold, silver or weapons while advancing to attack you, they should grab it and flee to where they came from. Similiar to the kidnapping, maybe only this time for single pawns?
Quote from: Haplo on October 27, 2014, 05:16:37 PM
If the pirates stumble over gold, silver or weapons while advancing to attack you, they should grab it and flee to where they came from. Similiar to the kidnapping, maybe only this time for single pawns?
ehhh,this would be a little abusable
just buy a bunch of spears and line the perimiter
no pirates ever
Its me (again)
i was thinking mabye predators? like just lone creatures that wander the map and eat other animals?
there could be like a
-polar bear
-jaguar
-bear
-wolves (hunt in a small pack but are much weaker than the others)
Also maybe speakers as a new thing so that anyone in the vicinity gets a +10 mood boost
Also maybe there could be wild dogs+horses+cows on the map that you can domesticate and breed?
and the dogs would act as guards and be used while hunting but must have a 3 hour period of time to get attention +dogbowl+horse water thing
maybe also fences
um so yeah much ideas many goods
Quote from: tomtomtech on October 27, 2014, 06:39:09 PM
Also maybe speakers as a new thing so that anyone in the vicinity gets a +10 mood boost
I like this, like propaganda speakers, only issue would be the sound, would need some apt one shots from the community, anyone feel like contributing some funny phrases about "life on the rimworld", ill mod them if someone does.
Quote from: Torus2112 on October 26, 2014, 05:37:52 PM
I've noticed that if you select a site on the world map with two or more sides facing ocean you still only get ocean on one of the sides of the map when it generates. Would it be pretty simple to change that? If so I think it would be cool to do, if only so that you could have island maps.
Deliberately not done for balance reasons.
Consider if you landed on an island map. Nowhere for raiders or travelers to approach from, nowhere for animals to spawn or exit, nowhere for broken colonists to leave.
I'm not sure how cheap these ideas are as I do not know how to code, but I think these would be my six simplest and most important suggestions for the short term.
1) Mobile Stockpiles (Wheelbarrows / Carts) Explained (Pt. 1) (https://ludeon.com/forums/index.php?topic=7056)
2) Storage Crates Explained (Pt. 1) (https://ludeon.com/forums/index.php?topic=7056)
3) Combat Meals Explained (Pt. 2) (https://ludeon.com/forums/index.php?topic=7120.0)
4) Combat Formations Explained (Pt. 2) (https://ludeon.com/forums/index.php?topic=7120.0)
5) Emergency Sandbags Explained (Pt. 2) (https://ludeon.com/forums/index.php?topic=7120.0)
6) Dis / Allow All Button on Stockpile Storage Explained (Pt. 2) (https://ludeon.com/forums/index.php?topic=7120.0)
Quote from: Sir on October 28, 2014, 12:33:20 AM
6) Dis / Allow All Button on Stockpile Storage Explained (Pt. 2) (https://ludeon.com/forums/index.php?topic=7120.0)
Oct 9 changelog
- Added disallow-all button to storage settings panel.
Quote from: Cimanyd on October 28, 2014, 12:38:59 AM
Quote from: Sir on October 28, 2014, 12:33:20 AM
6) Dis / Allow All Button on Stockpile Storage Explained (Pt. 2) (https://ludeon.com/forums/index.php?topic=7120.0)
Oct 9 changelog
- Added disallow-all button to storage settings panel.
Absolutely wonderful. I just bought the game on the 21st, so I missed that change. I've been watching it on a daily basis now though ;D
Quote from: Sir on October 28, 2014, 12:42:24 AMI just bought the game on the 21st, so I missed that change. I've been watching it on a daily basis now though ;D
Everything from Sept 25 and later isn't in A7, and will be in A8, so read that. There are interesting things in there. Improvements to armor, crafting of melee weapons and more apparel, and finishing the new-to-A7 different rocks system so it also applies to the ground, rock chunks, and stone blocks. (Buildings made of particular stones!) Also temperature, but you probably saw that since it's only a day old.
Quote from: Tynan on October 28, 2014, 12:32:38 AM
...Nowhere for raiders or travelers to approach from...
Although, it could be balanced to a degree - there would be no friendly factions walking by which you could "rescue" pawns from.
Also, the only assault you'd have would be drop pod pirates, which maybe could become be more common on these types of maps, and also maybe the raiders' break threshold would be much higher?
Quote from: Tynan on October 28, 2014, 12:32:38 AM
...nowhere for animals to spawn or exit, nowhere for broken colonists to leave.
No animals could be a great challenge, especially on an island that could be comprised almost entirely of desert. In terms of broken colonists though, I don't know what you could do with that... suppose you could have them rampage all the time.
The other thing you could do with the island coasts is make the water around the island shallow - that could make the map edges accessible to spawns maybe? I'd imagine the raiders just came off of some kind of boat and decided to kill everyone.
Although all these things couldn't be done quickly.
Designate a bed for visitors. Maybe allow us an option to recruit them. It would have to be a very low chance though so it isn't abused.
Quote from: tomtomtech on October 25, 2014, 05:52:08 AM
I have a few ideas...
Make it so when you kill a mech you can create a assembly table to recreate it. it would also be cool if you could buy them of traders but would be really expensive.
They would act exactly like colonists but would not require food and can't suffer mental difficulties but would have to enter a charging station to charge like a colonist sleeps. there would be different types...
-Cleaner (cheapest) just cleans any dirt extremely fast
-Cook (quite pricey) just cooks extremely fast
-Guard (Really expensive) Guards the colony and will use its built in machine gun on anything aggressive
-Medic(Quite pricey) Heals extremely well
Also the charging stations do require power and so if the electric is out then they can become useless and will be frozen in place.
HMmmm...
I can see drones/robots that do simple stuff - cleaning, hauling, wood chopping, mining. Dumb labor.
Things that require more sophisticated AI are a liability
Can we get a way to deselect weapons en-masse in the Weapon Rack storage screen.
I like to have one rack for each weapon and no more, so presently I have to click 20+ times through 20+ weapon racks and that gets tedious very fast.
Quote from: christhekiller on October 28, 2014, 11:03:11 AM
Can we get a way to deselect weapons en-masse in the Weapon Rack storage screen.
I like to have one rack for each weapon and no more, so presently I have to click 20+ times through 20+ weapon racks and that gets tedious very fast.
Oct 9 changelog
- Added disallow-all button to storage settings panel.
Quick hunting improvements
-While a colonist is on a hunting job, they get a bonus similar to the 'Careful shooter' trait, but twice or triple its effect.
-While a colonist is on a hunting job, the max range of the weapon is reduced by 50%. Or even better, dynamic reduction based on shooting skill and the weapon's spread.
- When a hunter is about to fire their weapon, aiming countdown is reset if there are any colonists within it's firing cone and within it's line of sight. Since this check would only occur once every shot, it would barely affect performance.
-Hunting priority (1,2,3. Left blank=Don't hunt.)
[ ] Marked for hunting
[ ] Within zones (home, growing, etc.)
[ ] Everything else (non-marked and out of zones)
Not sure if doable in 4 hours, but still. This simple system would give you a huge amount of control over how hunters act. You may want your unskilled hunters not to hunt near your base in fear of accidents, or you may want a skilled hunter(or melee hunter) to focus on pest control near your base and growing areas. You could make colonists hunt only what you designate, or they could hunt automatically as new wildlife spawns or walks into zones.
Supreme Commander Zoom
I want to be able to Zoom out until the whole map is visible on the screen.
Optional, Zoom in on the position of the mousecursor
Don't recenter on citizens while using "," "." or make ">","<" do the same w/o recentering. (so i can order my dudes into fight positions quickly.
Make a warning pop up whenever someone tries hunting unarmed.
Quote from: Obb on October 30, 2014, 01:58:05 AM
Make a warning pop up whenever someone tries hunting unarmed.
If this is because of fresh colonist, then:
I would suggest this in a different form of an idea:
Hunting disabled when joining the colony.
Because we already have "sort of warning" for this in a different form:
"somebody successfully recruited someone".
Most of the time you're also going to re-equip them with better stuff and/or reorganize their priorities, so why not switching off hunting too.
I like to send out hunters to melee with their fist, just kicks for who is going to win.
The Mad Squirrel in the right corner or Mrs/Mr Brawler in the left.
Agree on the disable hunting on recruit. I do i religously myself now but not everyone remembers.
One thing I'd really like to see is a stat counter of my gameplay time, both overall and colony-specific. It could be a part of the history tab or a separate thing in the esc. menu, but it'd be great to have since Steam isn't automatically doing it for me yet.
How about set positions. So you set all your colonists positions, save that position and when raiders come you just press a button and all the colonists go to their set place and are drafted, there is something like this in FTL and it is super amazing.
Quote from: Leemster on October 30, 2014, 02:04:14 PM
How about set positions. So you set all your colonists positions, save that position and when raiders come you just press a button and all the colonists go to their set place and are drafted, there is something like this in FTL and it is super amazing.
This one would be super sweet. You could even have 2-3 set position saves if you wanted to go nuts. But, one for the "here come the raiders" scramble is just a must.
Just thought of a few things:
- Have small raider/tribe groups arrive un-announced, only announce the big ones.
- Let animals (boomrats, snakes) steal food once in a while, to keep us alert, aware of pest-control.
Some procedure/operation to help with mental breakdowns.
I was thinking e.g.:
- Lobotomy. Surprisingly common in the 40's and 50's, it helped dealing with mental breakdowns. Albeit at the loss of personality, intellectual capabilities, and with a significant chance of unintended brain damage and even death.
- Happiness chip. Less grounded in reality, but only slightly more advanced than the bionic eye I think. Implant a chip for let's say +5 happiness.
- Nerve Staple. A relatively simple procedure that would remove/reduce mood modifiers until a colonist develops immunity for it. Other colonists would be slightly unhappy for this to have been done to a fellow colonist, or even prisoner. (Borrowed from Sid Meier's Alpha Centauri where you could nerve staple an entire city to remove any (un)happiness and stop them from rioting. It was considered an atrocity though)
Quote from: Stan-K on October 31, 2014, 10:30:28 AM
Some procedure/operation to help with mental breakdowns.
I was thinking e.g.:
- Lobotomy. Surprisingly common in the 40's and 50's, it helped dealing with mental breakdowns. Albeit at the loss of personality, intellectual capabilities, and with a significant chance of unintended brain damage and even death.
- Happiness chip. Less grounded in reality, but only slightly more advanced than the bionic eye I think. Implant a chip for let's say +5 happiness.
- Nerve Staple. A relatively simple procedure that would remove/reduce mood modifiers until a colonist develops immunity for it. Other colonists would be slightly unhappy for this to have been done to a fellow colonist, or even prisoner. (Borrowed from Sid Meier's Alpha Centauri where you could nerve staple an entire city to remove any (un)happiness and stop them from rioting. It was considered an atrocity though)
You could grab one of those pesky AI, using psionic powers to make your colonist go nuts, repourpose it, build a structure, and having it think happy toughts.
Moving on the map ;D i just see how exciting expeditions i will make into the wild jungle or arctic maps ! :D
Quote from: Stan-K on October 31, 2014, 10:30:28 AM
Some procedure/operation to help with mental breakdowns.
I was thinking e.g.:
- Lobotomy. Surprisingly common in the 40's and 50's, it helped dealing with mental breakdowns. Albeit at the loss of personality, intellectual capabilities, and with a significant chance of unintended brain damage and even death.
Oooh! Lobotomize all those colonists with bad traits! Bang! and the dirt is goooone
Allow selecting all mortars and designating a fixed target. Now fixed targetting only works when you do it for each mortar seperately.
Fire Supression: A research that allows colonists to put out fires 15% faster (or whatever percent) and allows the building of the Fire Suppression System.
Fire Suppression System: A building similar to the fertilizer pump, but instead of improving soil, it puts out fires in it's range automatically, like a sprinkler system.
These are my ideas to counter massive firestorms that happen from inferno cannons, lightning storms, inferno cannons, and the other reasons (inferno cannon). The FSS building would be useful for inside buildings where valuable resources or blocks are stored. Also with the research done it would make colonists put out fires x% faster. Nice simple ideas, could be done in just a little bit of work. What do you think?
Repair treshold, % of hp allowed to go without need to use materials for repair.
Below that level item cost would be chop up in % and needed for a fix to that treshold.
And thats generaly my english X_X
The cheapest thing to fix that really bugs me is the world map after you create a world. Could we use the standard weather radar type colors for rainfall amounts in biomes? Temperatures colors are great! I love the easy to read way it is laid out, could we get rainfall to look like this? A Fahrenheit measurement option would make this feature really useful to me. Also, shouldn't the poles both be cold? Out of the three planets I've made, the top is always frozen, the bottom is always hot and wet rain forest. A scale grade on the side or bottom of the map interface, off of the actual map, to show us the scaling grades would be VERY useful as well for a quick glance of the colors meanings.
Just a newbies thoughts :)
Edit: Also I forgot to mention, add some non-forest biome types. Just plain grassland, or get scifi with it and add lavender grass areas or alien plant areas. More variety is better!
A (small) chance that a world spawns without some of the factions (e.g. no pirates), so that you might even be alone in a world.
Having tribals, outlanders and pirates on every world doesn't make much sense, especially not with the backstory.
(I hope the finished game will even be a challenge without the violent threats, but that is not a very cheap idea :P )
My biggest ask would be a tool which elevates the priority of all jobs of a type to the at, so that you can tell your colonists to do that over everything else (like the prioritise option, but for every colonist, and able to drag a box to select multiple. Things at once). Another suggestion is to increase the strength of raiders as the game goes on instead of increasing their numbers. Maybe have their strength based on the relative firepower of the colony?
Make a "thing" that allows us to DESTROY ANY MATERIALS ESPECIALLY DEER HIDES I HATE THEM *cough* *cough* cremator for resources please :D
Quote from: powman898 on November 07, 2014, 11:56:31 AM
Make a "thing" that allows us to DESTROY ANY MATERIALS ESPECIALLY DEER HIDES I HATE THEM *cough* *cough* cremator for resources please :D
Molotov cocktails? But really, make hats out of them, then sell (or cremate, or whatever) the hats. If you have everything set up, it should all be automatic and you won't have more than 40 leather laying around.
Agreed with the above, it's much more cost-effective to just set them all to be made in to hats and then sold.
Mortars cheap ideas:
* Dirt shrapnel from mortars, and rocks, and such, causing damage outside the explosion area.
* Airburst shrapnel mortars, causing shrapnel damage in a large area.
* Plasma grenades that melt metal.
Weapons system cheap ideas:
* Dual wielding
Drafting system cheap ideas:
* Field medic (an extra drafting icon)
Research cheap idea:
* Guidance system for mortars
Prosthetics cheap idea:
* Bionic eye (of different quality)
* Glass eye (affects esthetics/social)
Crafting ideas:
Cooking stove that uses burnable objects like wood. Can only make simple meal.
Quote from: murlocdummy on November 11, 2013, 04:50:07 AM"What I'd really like is a Dwarf Fortress level of equipment complexity..."
Then there's the wrestling a badger's tail with your right upper leg. Which is fine considering that it is not game breaking. What is game breaking right now in dwarf fortress adventure mode is that toadyOne doesn't focus on gameplay. It's more a question of simulating a world for you to explore. It's, in a sense, "not even a game" as someone said. But it's definetly very advanced.
Quote from: supruzr on July 28, 2014, 11:04:54 PMPerhaps this asymmetry is intentional, forcing the player not to turtle up. Perhaps this is meant to be encouragement to take the fight to the attacker.
I really like how the game forces the player to take command instead of just building and building. If you could build walls that can't be broken, you would not be able to receive any threats. So you are right.
*edited*
Idea
* Weather research station
* Using research skill for weather research
* Using weather station to increase accuracy of mortar (negates wind effect)
Different kinds of burst weapons: those that fire concentrated bursts and those that fire scattered bursts. I find that the M16 might be hard to hit with, making only 7 damage per shot.
Please change cactus stats. They should be harvestable and not be negative beauty. I live in Texas and quite like my pincushion cacti :) This would be cheap and easy yes? Maybe have them have a similar texture after harvested to resemble the agave fruit?
* AI Decisions on whether or not to combine a food item with another food item stack. This is to preserve food. (either that or just make each item stack contain different items instead of averaging them out).
A meat/meal refrigerator and freezer would be great. Tired of my lavish meals spoiling so fast!
A door comms console for controlling doors (opening and closing them, letting in or "I cannot do that dave").
A random number of factions for the world. Instead of always having 5, a random number between 3-7 would be nice.
Side note: This one might not qualify as a "cheap idea" but it's in the same sort of thing as the above one. Factions rise and fall. If new people land on the rimworld to settle down, you can choose to ally with them or not, and sometimes other factions just dissapear, and you get a yellow message like: The faction "Pilot's Mesa" has fallen due to, disease, raiders, rabid squirrels, etc.
Quote from: BattleFalcon on November 10, 2014, 04:35:28 PM
A random number of factions for the world. Instead of always having 5, a random number between 3-7 would be nice.
Side note: This one might not qualify as a "cheap idea" but it's in the same sort of thing as the above one. Factions rise and fall. If new people land on the rimworld to settle down, you can choose to ally with them or not, and sometimes other factions just dissapear, and you get a yellow message like: The faction "Pilot's Mesa" has fallen due to, disease, raiders, rabid squirrels, etc.
I don't think it's a cheap idea but it will be a welcome change, if you turned too many factions into enemies. Also, a chanche to settle things when they are aggressives would be nice.
Adding dusters to be tailored? it would be pretty cool
Different colors for beds?
Quote from: Kain21 on November 10, 2014, 09:01:21 PM
Adding dusters to be tailored? it would be pretty cool
Changelog, Oct 24:
- All melee and neolithic weapons and most apparel are craftable now.
"Most apparel." I assume dusters and jackets will be craftable, but not, say, power armor.
What about releasing a hotfix update for the "deselect all" option when setting up Zones? I know it is a feature coming in Alpha 8, but having it now would be sweet!
Colony banners and flags would be cheap to add. Maybe have a simple place holder texture with one color of banner for now, that we could later go crazy with. Different pirate, tribal and alliance/rebel themes for your colony you could customize? That'd be fun. Make it cost 2/3 wood, 1/3 cloth.
3 simple improvements:
- animals marked as "hunt" are unforbidden when die even if not killed by an hunter.
- left clicking on idle colonist on the right of the screen will select first idle colonist but not centre the view on him/her (useful for assigning people to mortars or defensive positions etc.), right clicking remains the same.
- possibility to order colonists to sleep and eat at player's will (right click on beds and food).
And one a little more complex: adding a new monster inspired from dune series, a worm that comes out from underground and eats corpses or eventually attaks alive persons/animals, only mouth is visible when it emerges and it does not move, it bites its pray and keeps it restrained and takes a bit to gobble, in this situation the worm's head is visible and vulnerable and marked as enemy, if attacked after some damage it never dies but just release its pray and burrows.
thanks.
fluorescent mushrooms:
plantable only in the hydroponics basin they come in three colors (red, green, blue) and provide light 2 squares in each direction. In case of a blackout a well-placed basin of these could save your other crops.
cooking recipe: Fine vegetarian meal
- needs 12-15 veggies
- adds 88~90 saturation
- adds "ate fine vegetarian meal" +3 moodlet
traits:
- Vegetarian:
* adds another +3 moodlet "healthy meal" for eating simple/fine-veggie meal made of veggies
* adds a -10 moodlet "creature murderer" for eating fine/lavish meal or simple meal made of meat
- Carnivore:
* adds -3 moodlet "hate coleslaw" for eating simple/fine-veggie meal made of veggies
* adds a +5 moodlet "meat is my vegetable" for eating simple meal made of meat or fine/lavish meal
Quote from: giannikampa on November 12, 2014, 03:03:46 AM
3 simple improvements:
- animals marked as "hunt" are unforbidden when die even if not killed by an hunter.
- left clicking on idle colonist on the right of the screen will select first idle colonist but not centre the view on him/her (useful for assigning people to mortars or defensive positions etc.), right clicking remains the same.
- possibility to order colonists to sleep and eat at player's will (right click on beds and food).
And one a little more complex: adding a new monster inspired from dune series, a worm that comes out from underground and eats corpses or eventually attaks alive persons/animals, only mouth is visible when it emerges and it does not move, it bites its pray and keeps it restrained and takes a bit to gobble, in this situation the worm's head is visible and vulnerable and marked as enemy, if attacked after some damage it never dies but just release its pray and burrows.
thanks.
The worm would be a pain in the side, but the previous 3 ideas are sound and I always tought they should be already in the game. Thanks for pointing them out.
Under 4hrs... without knowing Tynan's coffee intake, this might be difficult.
Here goes - suggesting things that I can see in the code base, or should be entirely possible with code changes that aren't massive.
Engine / Code additionsAlignment of Trade / Information window needs changingAlter the Trade / Information pop-up overlays: currently the information screen has the lower cancel button at
exactly the same point as the trade ones, often meaning you'll click through to accept instead of just cancelling the information popup. Tiny change, will solve a lot of aggro.
Shift + Left Click trade good to select allShift + left click <- to buy all, Shift + left click -> to sell all. Please for the love of Jemima Puddleduck. Or even just make Shift+click = 100 units, CTRL+click = all.
Something to speed it up.
Colonists need a <STATS> tab that shows their current % resistances, THAC0 etcThe engine already calc's the % resistances from worn gear, hit chance and so on, but there's no way of working out their stats or visually checking it. If you wanted to be extra funky, make it a colony upgrade item that enables it. (e.g. "Colonist ID Scan")
Colonist job over-view screen could do with "sort by" optionsAt the moment, you get a nice list of all your colonists, which skills they have enabled and if you hover over a skill it shows their skill #. Unfortunately, remembering the colonists with the highest skills is a pain. This is especially the case if you're fending off a raid and want to select all your fighters to send to the front lines.
Right click a skill on the header, select a filter - highest - lowest; human/AI, etc. Just code it having high / low to start, modders can fiddle around adding different categories.
Shift+click to select all weapons onscreenFor some reason double-clicking a weapon doesn't select them all as a class (there's probably reasons for this, ranged/melee etc), so post carnage you have to manually enable each one to pick them up - could you make an override so that shift+click selects
all weapon types at once? Even better, have a toggle so that all weapons are dropped with "pick me up scotty" enabled instead of disabled.
'Jump to' option for negative morale effects - options on/offIt'd be nice if you could set an option in the menu so that negative morale penalties triggered a pop-up: specifically for spotting rotting / dead corpses. There's often a lone corpse in the world hidden behind a tree that is a bugger to find but will slap massive -14 penalties on passing haulers, and you rarely notice at the point of the morale loss, meaning it could be 300 tiles away.
CTRL + Click on zone / item to copy preferencesIt'd be great for certain cases if you could CTRL+click on a zone (mostly storage / dumps) or item (chest etc) to set the build window to "copy that zone / item and selected preferences". Newbies won't notice it, but long term players will love you for it. i.e. when you lay the zone it shares the preferences from the one you cloned and/or the item inherits the same, cursor auto-jumps to that build option.
Shift+click when building sets override "build with selected colonist"Really annoying when you want to build a number of low work items (e.g. graves) with a single colonist point man, only to have colonists from miles away claim the work - meaning you have to pause, select them, R them, then go back, select the point man and force the build back to her. This little option would be a life saver.
Set rally points: either via an item (alarm bell etc) or just right click + selectWould be really useful for defense.
ContentGases - both environmental & weaponsCode is in for fog, use small radii to enable:
Environmental
- Swamp gas - toxic damage, located in swamps
- Methane / firedamp - pockets generated in mountains using same code as those random buildings, just rock walls. Fire = booooom
- Localized fog - generated over water + sun (time set? mornings / evening?)
- Smoke - generated by burning stuff; funky - if burning = not vegetation, then toxic. Grey for vegetation, black for constructed stuff. Dioxins are bad for your health!
Weapons
- Toxic bombs / mortars. On landing, creates cloud of toxic gas - bonus points if wind effects it
- Stun gas. As above, has % chance to incapacitate pawns (set to ZZzz). Lots of fun with this if there are buildable generators set to flood trap rooms of raiders!
- Aliens that have it (!!) - lots of potential here, just the initial code for a skunk or something would give people something to mod
Hazardous liquids / pools of (timed) waterSee above for the types - grab the icon from oil + color (green = poison, blue = water etc) and have them generated with timers. Water + electricity = death pools; mobs spawning acid pools on death, etc.
This idea should be self evident, the content writes itself, the coding is the important part ;)
Animal dung (POOOOO) & rotting giving +fertilizerHave large animals (deer / boar > muffalos larger piles) occasionally drop dung that gives a small +fertilizer bonus to the ground. Very short term effect like a fertilizer pump, prevents animals totally over-grazing areas so quickly.
Rotting corpses should likewise give a larger +radius bonus to fertile while they're present (in rotting stage). And yes, expect twisted players to make corpse gardens.
Blight should effect one <type> of plant only, have durationAs it says on the tin - atm the effect is dumb. Have it be a timed effect during which that plant cannot grow. Selects from whatever is being grown at that time. (CURSE OF THE IRISH)
Option: night is dark.Selectable option - atm "night" is hardly dark at all, eclipses are barely noticeable etc. Turn up lighting effects by at least 50% so that lighting becomes important / desirable. Inspired by the mod event "Black Void", but obviously don't go mad and make that the default setting.
Bonus points: will make hearing actually do something. If pawn can hear something, put !!! above the originator in the darkness.
There's loads more, but most of those are under 4 hr jobs, and would be funky.
Need Craftable Dusters.
Perfect compliment to cowboy Hats!
Must have stylish Colonists!
Quote from: Barley on November 12, 2014, 09:48:36 PM
Need Craftable Dusters.
Perfect compliment to cowboy Hats!
Must have stylish Colonists!
Quote from: Cimanyd on November 10, 2014, 11:13:20 PM
Quote from: Kain21 on November 10, 2014, 09:01:21 PM
Adding dusters to be tailored? it would be pretty cool
Changelog, Oct 24:
- All melee and neolithic weapons and most apparel are craftable now.
"Most apparel." I assume dusters and jackets will be craftable, but not, say, power armor.
A spotlight.
A light source that extends much farther than any other source of light. Only shines in one direction, in a highly-focused beam of light. Meant to improve night fighting by removing the darkness modifiers against accuracy.
Could use large amounts of electricity to ensure they're only used temporarily as combat aids (off of batteries), as opposed to aesthetic or plant-growing light sources.
Would be the only light source that's weatherproof, so as to be used outside.
Quote from: REMworlder on November 12, 2014, 11:44:07 PM
A spotlight.
A light source that extends much farther than any other source of light. Only shines in one direction, in a highly-focused beam of light. Meant to improve night fighting by removing the darkness modifiers against accuracy.
Could use large amounts of electricity to ensure they're only used temporarily as combat aids (off of batteries), as opposed to aesthetic or plant-growing light sources.
Would be the only light source that's weatherproof, so as to be used outside.
I like this.
I would go with Floodlight rather than Spotlight since a Spotlight implies a much narrower beam.
Although on a secondary reading of your post I think you do mean a Spotlight.
What I mean to say in revision is that I would prefer a floodlight. A directional light that extends further and is (maybe with more research) waterproof. Uses more electricity than the equivalent standard lights. In other words if it provides 3 times the range of light then it should us more than 3 times the amount of power as a standard light otherwise they would be used as standard lighting by layering them methinks.
Quote from: Kagemusha on November 13, 2014, 12:29:44 AM
Quote from: REMworlder on November 12, 2014, 11:44:07 PM
A spotlight.
A light source that extends much farther than any other source of light. Only shines in one direction, in a highly-focused beam of light. Meant to improve night fighting by removing the darkness modifiers against accuracy.
Could use large amounts of electricity to ensure they're only used temporarily as combat aids (off of batteries), as opposed to aesthetic or plant-growing light sources.
Would be the only light source that's weatherproof, so as to be used outside.
I like this.
I would go with Floodlight rather than Spotlight since a Spotlight implies a much narrower beam.
Although on a secondary reading of your post I think you do mean a Spotlight.
What I mean to say in revision is that I would prefer a floodlight. A directional light that extends further and is (maybe with more research) waterproof. Uses more electricity than the equivalent standard lights. In other words if it provides 3 times the range of light then it should us more than 3 times the amount of power as a standard light otherwise they would be used as standard lighting by layering them methinks.
And a Bat-Signal!
Quote from: Wex on November 12, 2014, 04:19:53 PM
The worm would be a pain in the side, but the previous 3 ideas are sound and I always tought they should be already in the game. Thanks for pointing them out.
The 3 ideas are really simple (and so desired every minute i play rimworld), way less than 4 hours of coding all together imo, hope developers read them.
As for the flash eater worm i posted it as a request for a mod as well, although it requires a quite simple mechanical, i don't know if doable for modders.
Fording water. After a while, only half the head is visible and bumps up and down. It's easy to add, just add how visible he is due to swimming (shooting into water is ineffective) and add that half of his body dissappears when he's in shallow water, or perhaps add slopes to the water pockets so that they linearly "halve their visibility" until they reach deep water. How deep something is would be determined by distance to land, rather than a certain tile, and depth of the local water pocket.
*edit* for now, just make half the body disappear in shallow water, and only the head visible in deep water. Then the rest can be added, etc. It's probably not too much.
*edit* or make something similar to the weapons system, such as 4, 15, 30, 60
depth would be a bit like the following function on fooplot http://fooplot.com/plot/mu67cqwm6v
brown means depth (depth of the walking surface)
red means the depth where you can no longer stand on the walking surface
and black means distance from the center of the lake
this would require a certain concentric gradient that is calculated for each lake, and means you can't make changes to it
Instead making different depths such as
25% 50% 75% 100% <-- length of human body.
would mean that you can easily make it so that you can dig holes and make flowing water
at 125% depth it's actually any depth deeper than that you can touch the ground
Cheap idea:
* holes
* moats
Holes are 25 to 125 in depth, where 100 is the depth of being able to reach up from the hole. At 75 it gets easier, and so on.
Moats are swimmable, but slow down due to swimming (a new system, sorry for not making that idea "cheap"...)
*edit* Since I know you don't like having more than 100% for anything, I guess 80% would be the depth of being able to touch the ground when in water. Then the depths are easy: 0 1 2 3 4 5 in enumeration, meaning that the graphics only needs to be made 5 times, once for each depth, or fewer if you choose to make 5 deep water and 1 2 3 4 shallow water, and 0 ground. It's pretty easy.
*edit* and adding flowing water would be expensive for those who would choose to abuse it to their own disadvantage (that is, to lag their computer down) and then complain about it. So perhaps not that. But a kind of hole would be nice. Would give disadvantages to whoever falls into it, and can be connected to other holes.
*idea*
Hole zones. If you make a hole zone, the holes in that zone will be connected and will be walkable without having to crawl up from one hole to another. This would give the player a disadvantage so I don't know why you would do that unless it would give a combat disadvantage to be in a hole. Either holes or z-levels, and I know z-levels are graphically expensive.
I dont think it would take to long but either a more detailed loading screen when loading a save or even an interactive one where you could like fly a little 2d ship or play a game, squish bugs or..something i dunno.
Edit: I also think it would be cool of if your colonists could multi task in a sort. Rite now when you want to build something even if priorities are set so that the job is in line with the colonist sometimes they dont do it how you want it done. Ive had miners walk around a mountain because they wanted to mine from the other side, if i could que them to do specific sections first it would save that problem, same thing for building. build floor then tables not the other way around. maybe when you set something as a priority it goes to a priority tab on the colonist, if you mess up you can go to the tab and remove it.
Then to have them do something immediately as the priority function does currently you could just add a Do immediately command to send the selected action to the top of the priority list.
1.) In crematorium there could be setting ( about animals ) that will burn only those dead bodies you cant use for meat.
2.) I would really appreciate speed up during combat or so because sometimes it takes ages for some action.
3.) Action that will make one of your colonists to focus on some place/building/zone e.g. you have 2 stations with different settings you need one to be occupied non-stop and the other just as bonus and you want to assign the best colonist in that particular skill to that work. Same with building/zone but that will affect every action in that zone e.g. you build hospital and you have there medical beds with patients + chopping block for meat :3 . And you want somebody to take care of this.
4.) Action to build roof. Sometimes I need to rebuild whole zone to make roof appear.
5.) Windows or glass roof.
6.) Teleport. Furniture like thingy to move you from one to another.
7.) Force moving resources ( when you wanna trade and you need to move stuff without need of changing whole settings of stockpile zone.
8.) Automatic fire extinguishers ( turret like or AoE ). Might need water ( just like power but water ).
9.) Fog of War would be nice and you would need some spotlights for area revealing or radar to show you movement around it.
A journal. The would be a button in the lower right corner, in the same box as Overview, Research etc. You can type in it, recording events that have happened. Like this,
"Nov. 3rd, Year 1. Inigo shot and killed by Tiger. Tiger jailed." "Nov. 10th, Year 1. Tiger released from jail."
It would have no effect on gameplay, and would just serve as a way to record events without paper, which you can reveiw when the colony is finished. I think it would really help the lore part of the game.
-Allow colonists to not need rest or food (as set in xml files - currently there is a reference exception if this is done)
-Allow us to define our own Backstories, and choose to not have them available to any random spawning pawn (so unless a pawn is explicitly given the backstory, it won't be able to get it) this will help with modding pawns belonging to the colony faction.
-Allow us to be able to set traits to not be available to random spawning pawns.
-Add an enum tag into resource def that gives it a sort of 'category' this could be oreIron, oreSilver, oreGold (for metals examples). Then anything that has one of these tags can be used in any recipe as that sort of resource (ie. if a resource has the tag oreSilver, then it can be used in any recipe that uses silver, even if it is not explicitly silver) this would help with mod compatability and with adding resources in the future. (Idea from minecraft forge, if you have any familiarities with that)
A bit mod-oriented these suggestions, and the average player wouldn't really notice them, but they would help modders immensely :)
1. A priority list for hauling and other tasks. For instance you can manually prioritize hauling weapons over corpses, or rock chunks over metal.
2. An option to allow certain things to be unforbidden when they come into the map. For instance, instead of corpses being automatically forbidden when something is killed it's automatically allowed, this makes post-battles less of a hassle and in deserts with animals starving to death all over the place it puts them to good use instead of them just rotting because a player doesn't notice it.
3. On the weapon rack allow us to deselect/ select all the weapons! Sometimes I just want a weapon rack to store a single weapon, and frequently I'll set up one rack per weapon. You can imagine the hassle this causes.
I believe the select all option has been added to most if not all places its needed for alpha 8.
This one's pretty simple and not too important: make devilstrand cloth red!
It's weird that all devilstrand clothing is red, but when harvested devilstrand yields white cloth. As it has the same white image, devilstrand cloth is also indistinguishable from cotton.
These might be simple or hard (IDK) but would be quite useful for RP and other things.
A storage rack for armour and clothing- because laying it around is weird.
A storage rack for food and stuff ( food on the floor???)
More foodplants that you can grow, the 2 that you can grow is quite limiting.
A guard/patrol mode to defend the colony from threats and rampaging things. I hate it when I am attacked and most of my guys are doing something elsewhere and no one is left to defend the base, also the turrets use power and sometimes doesn't target things, and keeping guys drafted only gets them into a rampage.
A rallying point, and assigned defensive positions in case of an attack (Easier management).
An alarm system that when heard by colonists while trigger them to get into their guard positions, and maybe draft them as well.
Some more surgery options, as well as some braces for broken bones and sprains.
Colonists in their free time (idle time) go shooting on a range, or learn new things (low xp boosts in learning areas), or gain more xp in areas they know (also low xp gain)
Also a practise target for shooting.
Customisable weapons and armour
Maybe even families as well but these would probably need a lot of time for devs and colonists to do.
Ways of entertaining people, like plays, games, etc...
Walls that have holes in them so colonists can shoot out of them.
Being able to go to other settlements and attacking them or making peace with them.
Colourable clothing (because one colour is not very fashionable)
Stun weapons that incap people, but is very short ranged and requires a long reload.
That is actually a longer list than I had expected. Some cheap ideas (I hope) but others do it if you have time.
Just some ideas for making this game even greater! Good job Ludeon on making such a wonderful game!
Indoor animals/pets?
I already added some ideas here but here is more of em :
1.) Force open doors. So they will be non stop open so animals etc. wont attack them.
2.) Mines/Stun mines. EMP mines which will affect only mechanic units.
3.) Traders. Not factions nor ships just some lone wanderer with two bodyguards or so selling random stuff.
4.) When you are typing something e.g. at the beginning of the game ( resources and stuff ) you CANT type you have to click and when you wanna more of them you are just clicking. ( Maybe I just didn't find way how to actually type those values )
5.) Random encounter that will cause people to join your colony. Can be armed or totally naked, healthy or sick, damaged etc. they might bring resources ( basic ones ), 1 or 5 or 5654 your choice so it wont be OP.
6.) Weather : wind => will slow movement of fauna and your colonists. Might increase spreading of any fire.
7.) Power armor training ( Fallout 3 ) - you have some tribesman who wore some animal skin all the time then you ordered him to get Power Armor and BAM suddenly all knowledge of this technology appears. There could be some research for this.
8.) Ditch would be great like sandbags but this will be indestructible ( its in the ground ( might be blown up or covered up with dirt, rocks, wood etc. your colonist can hide inside, will lower enemy effectivity of ranged attacks. Can be used AGAINST you as well if enemy will secure this position during attack.
9.) Low range AoE turret like tesla tower or those from Tower Defense games.
10.) Options to beat up prisoners which might lower their difficulty to be recruited AS WELL as lowering their mood so you cant just keep beating them and BAM new recruit.
11.) Those you treat good as prisoners might call others from their tribe/faction to join you OR get better skills ( just tiny little bit like 1 point in social or so )
12.) Funny would be if there was wheelchair or something like this some hover boards for those who lost their legs so they can still move in case you can't afford surgery.
13.) Characters could have FAVORITE JOB ( in their best skill or fastest learning skill or even different ones ) which when they WORK ON they will get bonus mood.
14.) Workaholic trait which will increase happiness during working.
15.) Man-mounted turret which will be affected by their skills like shooting or when colonist has no eye accuracy will decrease but rate of fire and number of shots will be same ( unless better turret is build ).
5. is already in the game.
I don't know if it's been asked or suggested already, but would it be difficult to add a second weapon slot to people? It just makes sense to me that people could carry a knife as well as a pistol to defend themselves. Shoot at the tribals till they get close then start stabbing at them with your knife.
Here's a few I had:
Wireless Power Generator Stations: A building that you can construct which will power any non-connected objects within a certain radius. Stone or thick walls might reduce the effective range and perhaps a small random chance that a nearby plant or tree within the radius will catch fire (misdirected power).
Cooking fire: Could be constructed out of wood and used to cook animal meat before power is available so that colonists don't have to rely only on ration packs.
Refrigerator: Similar to Equipment Racks where perishable food items can be stored inside and kept cool.
Inventories and Item Volume: Certain constructions like an equipment rack for example might have a certain volume that could store an amount of items and display the list when you click on it. This could allow for the future construction of storage shelves which could make for more tidy/efficient stockpiles after the colony gets richer.
Possession: A rare occurrence where a colonist gets possessed psychically by an unknown force and is given a random behaviour (destroy crops, build masterpiece, construct random walls, sell things, binge eat, run around the map, etc). Other colonists can try to use their social skill to break them out of it, but if there is too much damage done, you might decide to arrest and imprison or kill the colonist in question.
Natural medicinal herbs: Plants that grow wildly that can be harvested on command. The final product can be combined with cotton (for bandages) and wood (splints?) and made into a medkit. The raw medicinal herbs could still be used in place of a medkit, but with less effect.
Move Order: Ability to move certain objects (like furniture, workbenches, potted plants) to a different location instead of selling it and rebuilding. This could be added under the construction category or maybe the haul category.
Nuclear generator: Building that can use uranium to power it. 1 unit of uranium might provide a large amount of power for a long period like 6 months. It would produce a nuclear waste by-product that would negatively affect mood if near colonists. Also, colonists hauling the waste might get radiation sickness in the future if they aren't wearing proper gear. Could also meltdown and irradiate area. This sort of idea could be implemented in stages.
Fencing & Gates: Could be created to make animal pens in the future where an animal can be wrangled and brought there alive for later slaughter, shearing, or milking.
And a few more:
Beartraps: Could be built and stored in a stockpile and then deployed by colonists at choke points during raider attacks. %chance of crippling an enemy (or friend) that walks over them.
Interaction options with visitors: If you right click on a visitor while a colonist is selected, the colonist could:
-Welcome the visitor
-Give a meal
-Give a gift (clothing or sculpture?)
-Ask to leave.
-Etc
These can have different effects on relations with neighbors depending on the social skill of the colonist.
Footwear: Can wear shoes or boots or sandals or socks. Each type effects movement and can be made at a tailoring workbench.
1. For some reason, Colonists always seem to select the furthest unforbidden meal they can get their hands on. They should go for the closest grub.
2. Likewise, their preference for how far they are willing to walk in order to sit down and eat is not in scale for the game. They should be willing to walk about twice as far in search for a chair.
3. There are very few character backgrounds that grant medical skill. The pool of potential backgrounds could easily be expanded by harvesting the best of the user-submitted backgrounds. This could easily be done with the help of your forum moderators.
4. During initial colonist selection, there could be an option to guide the randomization to focus on the skills you are looking for. This could be as simple as a check box that when set to YES, auto-discards any background that forbids that task.
5. Keyboard shortcuts for everything, including the various menus.
6. Windows that you can shoot through.
7. I notice that my colony stays listed on the world I've landed them on when I launch a new colony on that world. Why not include them in the faction list and randomly generate their relationship score?
8. Allow trading with neutral factions on your world. This should be pretty simple, since you're just booting them into the existing comms system.
"More Sci Fi Themed Stuff"
9. Alien critters wandering around. They can have the exact same stats and icons (maybe colored differently) as existing beasts. Maybe some that glow in the dark?
10. Shield fencing - easy to destroy and shoot through when not powered.
11. Alien cloth crops that provide different colored fabric. "Martian Cotton," "Centauri Hemp."
12. Ship wreckage : randomly generated metal wall rooms, like the existing stone buildings.
Edited to add: It would also be nice if colonist immediate hauled things after harvesting/chopping/mining. Slightly tricky, since you want them to finish their series of mining/chopping chores before then proceeding to haul, but it wouldn't take that long and would emphasize the difference between non-haulers and haulers.
Researching carpets should also allow you to turn cloth and wood into couches.
ETA again: The trading screen should use a different rubric for measuring the value of the sale price. Right now, it's always a "very low price," because we're substantially below the price we would BUY it for. Give me some idea of whether or not I'm getting a good value for it! The difference between selling Gold at $9.50 versus $8.25 should be color-coded.
Releasing prisoners. I would like to see options to release somebody to increase reputation with his faction. And decreasing difficulty of prisoners recruitment could be affected by helping them in case their limb was lost during fight or so.
Raids which won't be only direct attack but negotiation. "500 silver and 250 food and we won't touch you for next 7 days" or something like this. Might work with prisoners as well or giving enemy research.
*edit*
Some kind of research tree so I can see what I need to research in order to achieve something else. Would really help when I use mods.
Amount of total autosaves ( now 5 e.g. ) / duration between autosaves or options to completely turn this off.
I was thinking if maybe add Alien races. That's all I got :-X
Quote from: Wulfik on November 20, 2014, 11:22:26 AM
Releasing prisoners.
Changelog, Nov 18
- You can now release prisoners.
Research ideas
Advanced trade beacon research : increases range of beacon?
Advanced smelting processes : allows chance of rare metals from slag?
Visitor zone. Same as prisoner zone selection allows visitors to sleep in beds, eat at tables, stay abit longer...
How about expanding what we can make at the tailoring table? Dusters and jackets.
Quote from: NeyoWargear on November 26, 2014, 11:30:47 PM
How about expanding what we can make at the tailoring table? Dusters and jackets.
:P
Quote from: Cimanyd on November 12, 2014, 11:02:00 PM
Quote from: Barley on November 12, 2014, 09:48:36 PM
Need Craftable Dusters.
Perfect compliment to cowboy Hats!
Must have stylish Colonists!
Quote from: Cimanyd on November 10, 2014, 11:13:20 PM
Quote from: Kain21 on November 10, 2014, 09:01:21 PM
Adding dusters to be tailored? it would be pretty cool
Changelog, Oct 24:
- All melee and neolithic weapons and most apparel are craftable now.
"Most apparel." I assume dusters and jackets will be craftable, but not, say, power armor.
Giving boom-rats a gas sac organ responsible for their explosion if damaged, which can also be harvested IF killed without popping it.
I made a post about this already, but figured after the fact that theres a simple, cheapness to it. How bout an unforbid all feature? I hate going around my map and finding a random corpse I didn't see that I could have turned into delicious muffalo burgers, or a pile of metal that spawned in on start that I could have totally used to start up.
- Multiplayer
- 3d models
- colonist perhaps have something like being thirsty, or dirty (which requires them to take shower)
- stressed colonists who need to relax in an entertainment room just to reduce the stress or read books to relieve their stress
- colonists should have something like relationships with eachother (hate, love, likes, dislikes)
- too much stress and maybe the colonist might consider suicide or something
- there should be something like "minning gear, wood cutting gear" which increase the minning or cutting trees speed <= those are examples
- colonists can rest under the trees? or like bench chairs where colonists can relax outdoors or indoors depending on how busy they are
- colonists on certian age or experience, they can be as mentors that teach other younger colonists about their profession (like schoool classes or courses)
- enable half size blocks for decoration or something
- vending machine?
- more turrets such as flame thrower, grenade launcher, laser turret
- trap doors/ trap blocks that release spikes when enemy walk through or infront
- some lights go on/off when a colonist enter the room or leave or maybe something like wire system where u can hook cables and stuff where you can toggle certian rooms on/off or machines based on what you click (like exampe, the player selects a switch that is installed on the wall, and when he press it, a group of hooked up rooms/cables or anything he sets will go on/off or maybe if he wired turrets, the turrets will go on/off)
- wire system
In regards to practically everything you posted,
Quote from: Tynan on October 09, 2013, 12:17:07 AM
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
Quote from: Evelyn on December 01, 2014, 05:57:42 AM
In regards to practically everything you posted,
Quote from: Tynan on October 09, 2013, 12:17:07 AM
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
What about bigger sieges/more defensible sieges? With a food system...
Quote from: mrlembek on November 25, 2014, 08:44:15 PM
I was thinking if maybe add Alien races. That's all I got :-X
I believe that Tynan has already said that there will be not "Alien" races, please correct me if i'm wrong.
A ceiling lamp.
Also, reduce the power consumption of standing lamps in my opinion - knock them down to 80 watts instead of 150 watts.
when triebsmen use siege mortars to shoot your base (when your base is inside the mountain) there is a chance that the mountain will collapse ontop of your base (this is to make the game more challenging so even when people make base inside the mountains, they are not safe!)
Quote from: ZestyLemons on December 01, 2014, 11:21:10 PM
A ceiling lamp.
Also, reduce the power consumption of standing lamps in my opinion - knock them down to 80 watts instead of 150 watts.
add some technology research:
- energy saving lamp -> 15W
- LED lamp -> 2W
speaking of energy saving lamps: how about some general research on energy saving technologies? This would help with the power management.
Quote from: Snowpig on December 02, 2014, 07:01:23 AM
speaking of energy saving lamps: how about some general research on energy saving technologies? This would help with the power management.
I think this is an awesome idea and easy to implement. Perhaps it could be done in several teirs? Incandescent, Fluorescent (more energy efficient but with a negative mood modifier), LED, and finally Bioluminescence (most efficient with a positive mood modifiier)?
wall mounted lamps would be nice, not sure if its been said.
i do like the vending machine idea, useful for a visitor area when other colonies come to visit so they dont eat for free. this leads into my next idea
make a new 'junk food' meal type. less filling, mood bonus, health problems if abused.
- Would be great if there was some vehicle or something like that, domesticated animal or anything like hover-board or cart or something just to help your colonists carry stuff maybe just some backpacks or something ... maybe some teleportation gun that will shoot some beam at certain resource and teleport it directly to base maybe next to some beacon like trading one. I just wish they could pick 2 different stacks or twice as much of one resource. I myself, play only on biggest maps + dense mountain regions and it takes ages when there is some crashed cargo, dropped stuff or even dead bodies ( enemies/hunted animals ) to bring it all to the base.
- Oh yeah I almost forgot ! I would like some kind of PAUSE button in their timetable ( or what that is telling them importance of certain jobs ) so when you use that you can pause that column e.g. you have huge base much stuff going on and mostly with growing, when I have enough I stop production and when I wanna start it again I need to do so much clicking.
- Some kind of combat management. By which I mean something that will tell your colonists/ turrets not to focus fire at only ONE TARGET. When you are being besieged by huge attacks and there is some path around mountain or so, and units are lined up, most of the time enemy will reach your base because first bullets will hit most of the time one target only or only those which are in front rows. It really is annoying when there is some attack and you try to defend yourself against it : there are ranged and melee attackers and your forces are focusing only on those melee ones while there are guys in the back that need PWNage. It would be great if there was "Tower Defense" like settings on things like : focus on CLOSEST, QUICKEST, or those who are most FAR or has BEST GUN / BEST ARMOR.
- Water would be cool as defense technique. Would slow down enemy, might be connected to some power source to make it offensive + defensive.
You can already micromanage targeting in combat by selecting the colonist and then hitting the weapon key and designating a target for them. Water already does slow you down if it's shallow.
Yea but you ant change where the water is + I play at Randy Random with 160% challenge and those attacks are little bit harder to MM you know.
add "open research tab" button to research bench
Today I continued a colony after I haven't played for several months (shame on me), and I had the idea that a note function would be pretty neat. For things like "No more resources on map" or "Want to build a thermo".
a very cheap one: display the actual energy consumption of a heater/cooler (which seems to depend on temperature set/ambient temperature)
Smoothing out walls. I don't like having to dig out the walls, and then building new ones in their place. Basically the same tool as the floor smoother.
- The ability to give clothing to naked prisoners. Either right click the prisoner and select "Clothe [prisoner's name]" where "Strip [prisoner's name]" would otherwise be, or (simpler) right click on a garment and select one of the options, where each prisoner would be listed as an option to clothe in addition to "Wear [garment]".
Quote from: resetphoenix on December 11, 2014, 07:12:10 PM
- The ability to give clothing to naked prisoners. Either right click the prisoner and select "Clothe [prisoner's name]" where "Strip [prisoner's name]" would otherwise be, or (simpler) right click on a garment and select one of the options, where each prisoner would be listed as an option to clothe in addition to "Wear [garment]".
Currently, as of Alpha 8 prisoners will wear clothing left inside the prison if they are naked. So, no need! :D
Quote from: ITypedThis on December 11, 2014, 08:34:51 PM
Quote from: resetphoenix on December 11, 2014, 07:12:10 PM
- The ability to give clothing to naked prisoners. Either right click the prisoner and select "Clothe [prisoner's name]" where "Strip [prisoner's name]" would otherwise be, or (simpler) right click on a garment and select one of the options, where each prisoner would be listed as an option to clothe in addition to "Wear [garment]".
Currently, as of Alpha 8 prisoners will wear clothing left inside the prison if they are naked. So, no need! :D
Bold is key here. What if I want to make them wear a shirt, pants, and then a jacket? If it's unrestricted and in their cell, will they put it all on?
Have an event, or modify an existing event (The one that knocks out all electronic devices maybe?) to stop bionic implants from working either.
So if you have upgraded all your colonists on that day when the flares knock out the power or whatever, no one has working limbs or eyes or etc.
Event : Long winter : extends winter for a few another week or two.
Event : frost : over night snow effect
Event : Snow storm : fog + snow + wind/storm, could be mid to end winter season.
Event : Harsh summer : extend summer + temperature
Quote from: Ink. on December 11, 2014, 08:43:53 PM
Quote from: ITypedThis on December 11, 2014, 08:34:51 PM
Quote from: resetphoenix on December 11, 2014, 07:12:10 PM
- The ability to give clothing to naked prisoners. Either right click the prisoner and select "Clothe [prisoner's name]" where "Strip [prisoner's name]" would otherwise be, or (simpler) right click on a garment and select one of the options, where each prisoner would be listed as an option to clothe in addition to "Wear [garment]".
Currently, as of Alpha 8 prisoners will wear clothing left inside the prison if they are naked. So, no need! :D
Bold is key here. What if I want to make them wear a shirt, pants, and then a jacket? If it's unrestricted and in their cell, will they put it all on?
Yep! At least in my experience, anyway. They'll just wear anything on the ground if they don't have anything on it its place.
Though, I suppose it would be nice to be able to dictate what they wear. Torture your prisoners by forcing them to wear parkas in the desert... >:)
Add the same button you added to the stockpiles to the interface for crafting so you can turn off all crafting ingredients at once.
(Great for crafting your duster ONLY out of deer hide ;)).
Interface suggestions: Right click to select material, left click to build. It gets annoying have to tell it I want to use stone blocks to build a wall every single time.
Quote from: silentdeth on December 12, 2014, 11:50:50 AM
Interface suggestions: Right click to select material, left click to build. It gets annoying have to tell it I want to use stone blocks to build a wall every single time.
If you want to build a thing with the selected resource, just click it and then you place it. No more need to select building material every time since Alpha 8 (unless you change material of course).
Quote from: ITypedThis on December 12, 2014, 01:01:21 AM
Quote from: Ink. on December 11, 2014, 08:43:53 PM
Quote from: ITypedThis on December 11, 2014, 08:34:51 PM
Quote from: resetphoenix on December 11, 2014, 07:12:10 PM
- The ability to give clothing to naked prisoners. Either right click the prisoner and select "Clothe [prisoner's name]" where "Strip [prisoner's name]" would otherwise be, or (simpler) right click on a garment and select one of the options, where each prisoner would be listed as an option to clothe in addition to "Wear [garment]".
Currently, as of Alpha 8 prisoners will wear clothing left inside the prison if they are naked. So, no need! :D
Bold is key here. What if I want to make them wear a shirt, pants, and then a jacket? If it's unrestricted and in their cell, will they put it all on?
Yep! At least in my experience, anyway. They'll just wear anything on the ground if they don't have anything on it its place.
Though, I suppose it would be nice to be able to dictate what they wear. Torture your prisoners by forcing them to wear parkas in the desert... >:)
Confirmed that this does work, however a slight problem is that lets say you strip your assholes, I mean prisoners, in their cell. If you restrict the clothing, your people wont haul it away. But if you leave it unrestricted, they'll put it on.
Unlocked doors.
We now have:
- locked doors
- open doors for allies, and neutrals
Why not add:
- open doors, for anything that can operate a door knob (or door handle if you'd like to be woken up by bears). Mechanoids I don't know.
The specific use cases I am thinking of:
- give prisoners rooms, a chance to see daylight, but also a communal area.
- so you raiders decide to attack through the fridge? Fine but please don't kick in the door, my food will spoil!
I wonder whats the thought behind the door key your colonists have, because allies can get in your rooms anyway.
Insulation.
Quote from: Stan-K on December 12, 2014, 03:31:56 PM
...give prisoners rooms, a chance to see daylight, but also a communal area...
You can already do that when you specify an inside/outside area prisoner then put up a door.
The ability to name sculptures. I've had a colonist work on a sculpture throughout winter, and I wish i could have named it "Winter's Sorrow" or something like that.
A "Therapist" job. People rotting in a prison can have 100% mood because of the social skill of a warden, something similar for colonists would make a lot of sense. Feeling down? About to break? Just go talk with the colony therapist. It shouldn't require a lot of effort to do, especially considering the warden already does the same thing except for prisoners.
pause upon load feature.
i noticed that loading saves takes a lot longer in alpha 8, so yea.. pause game after loading so players can afk safely..
A few extra faction logistics.
At the moment, so far you can see how many colonists your colony has lost as a total. But what would be cool is to see
- How many colonists you've lost to a particular faction
- How many colonists you've killed of a particular faction
- How many raids have occurred from a particular faction
And possibly other logistics. For either if you want to just know or if you want to use it to guage who of all your enemies is doing the most damage to you.
Display fertility of certain surfaces, would save me a lot of time experimenting.
Stealth mode,
Similar to colonists that have fallen on the ground incapacitated, this would allow colonists to lay on the ground behind cover to not be detected at greater ranges (i.e. less range of sight). But they are extremely slow while prone, and have to stand up in order to run.
This could allow players to create ambushes by luring enemy raiders into areas by creating traps. In addition, those colonists unlucky enough to be caught near where the raiders are charging in could be saved (instead of being mercilessly slaughtered)
Very cheap: Hotkeys should be a small number of keys across all menus/situations. Even better would be allowing the player to map hotkeys as he or she chooses. What I mean is that it should be easier to use hotkeys without looking down at the keyboard or moving your hand from the mouse and/or from the WASD position.
Less cheap (unless you get permission from EdB to pull code directly?) would be to basically adopt all of the interface improvements in the EdB interface mod.
I love the game, and I love what's being added to it- the only thing I've been missing is more futuristic, sci-fi elements. The more the better, for me. I love the addition of the hyper sleep pods in the new update, as well as wind turbines (also they're not strictly sci-fi, it's still advanced technology), but one thing that I think might be a nice addition iiiiiiiiiis-
More lighting options;
- Wall-mounted lights that don't take up a block's space.
- Similarly, bar-lighting that can run along the walls at floor height in corridors for that super futuristic look.
- Colder lighting colours; less orange/yellow, more pale blues! Yes there are the current colour options (red, green + blue), but those colours are very dark and intense.
- Finally, perhaps a light that takes up an entire tile, and is a tile. Like a warm panel of flooring that gives off light! Could also emit heat?
I'm sorry if suggestions similar to those have already been suggested, but I don't have the energy to read through the ~100 pages of this thread. I'm also sorry if these ideas are far from cheap, but I'm no guru in coding ;D
* Doctors eat when Urgently Hungry (as a higher priority than Feeding Patient)
* Disallow melee-equipped colonists from hunting
* Hunters fire from a closer (more optimal) range
Quote from: milon on December 16, 2014, 03:36:36 PM
* Disallow melee-equipped colonists from hunting
Just disable it yourself in the overview.
Quote from: milon on December 16, 2014, 03:36:36 PM
* Hunters fire from a closer (more optimal) range
And get gored by an angry muffalo?
A new tab in the Overview window, which shows what colonists are wearing and wielding, with the already-extant Click-to-Zoom-To option. Possibly also showing related combat skills or their actual combat statistics (from the Info screen). A more advanced version of this feature might allow you to assign weapons, clothing and armor from selected stockpiles/racks.
Since it would be problematic to send US on raids of other camps, how about a Comms option to goad a hostile faction into attacking us?
Quote from: Evelyn on December 16, 2014, 03:37:36 PM
Quote from: milon on December 16, 2014, 03:36:36 PM
* Disallow melee-equipped colonists from hunting
Just disable it yourself in the overview.
Why have it enabled in the first place? Would you take on a muffalo with club, when your buddy has an M-24?
Quote from: Evelyn on December 16, 2014, 03:37:36 PM
Quote from: milon on December 16, 2014, 03:36:36 PM
* Hunters fire from a closer (more optimal) range
And get gored by an angry muffalo?
I didn't say point blank range... -_-
I've actually been trying to kill off one of my high-melee Abrasive colonists by making him a hunter, but at Melee 8 and a gladius, he can take out a wild boar and anything smaller with ease.
In the category of "more sci-fi feel," how about a pistol equivalent to the laser rifle? Same gun sprite, pistol equivalent stats, just need a new graphic for the gun.
1) Stun guns that fire a harmless projectile that immediately (or after a few shots) incapacitates enemies.
2) Door mats that remove any 'carried filth' from a colonist.
3) Being able to sedate colonists/prisoners, like the 'anaesthetic' effect after surgery.
4) Being able to link production structures to stockpiles and perhaps create supply chains where a cook drops a meal off to a stockpile by his stove then a hauler hauls it to a fridge.
Thanks,
Lenny
Quote from: lennywales on December 17, 2014, 12:24:22 PM
4) Being able to link production structures to stockpiles and perhaps create supply chains where a cook drops a meal off to a stockpile by his stove then a hauler hauls it to a fridge.
You can do this already. Under configuration, change "Take it to best stockpile" to "Drop on floor."
- Odds of results for Surgerys Like putting in a new kidney has a 5% chance to cause infection and a 3% chance to botch the kidney. You don't have to do all that just add the chance system and let the modders do it.
- Helping allies Not anything complex; just like being able to heal thier wounded after they save you in a big raid. Without pissing them off for kidnapping thier guy that is.
Could we get gravel floor tiles - basically a sand tile, uses one stone to construct, but blocks plant growth? Right now I'm building my wind turbines on wood floors because the trees grow so quickly in a jungle biome that ordering cut plants is slow and annoying.
Also, a mow area command, like remove snow but for plants, would be nice.
Suggestion: When an otherwise well-supported roof is excessively heated (e.g. by fire) it has a chance to collapse.
I had a fire in my 'holding cell', which was all wood. It was dangerous due to the heat and the fast spread of the fire. People were injured but I saved the building and everyone survived. Well.. except all the prisoners. Anyway.. I just had a thought that the chance of a roof collapse would have made it that much more dangerous and realistic. Already, looking back, I realize I should have just prevented the spread and let the building go. Going in was dumb, but I got away with it. I shouldn't have.
A heater that pumps heat from one room to another, exactly like the cooler, except that the target temperature is for the side getting warmed up. Might just as well be implemented as an option for the cooler.
The ability to transport temperature through tubes, just like electricity through wires.
More powerful heaters and coolers.
Ability to lock doors for colonists, prisoners, visitors, enemies or even specific persons separately. But I suspect this might be hard because of pathfinding and such? If that is the case, being able to mark more than one room as prison, even without having beds in them would be nice, so the prisoners can walk between them.
Mood modifiers for losing or gaining limbs.
Separating happiness and fear into two different values.
Fire extinguishers that can reach more than one tile. Right now they seem to only melee attack the fires, and all I can do is hope for rain whenever my solar panels catch on fire.
Have prisons without beds, having the prisoners themselves marking their sleeping spots. Prisoners fighting eachother or getting mood swings and trying to sleep next to or away from other prisoners depending on the other prisoners' factions or personality. Prisoners trying to survive and escape through mounting riots together, picking up weapons, exploring their cell if it is large, or cannibalising on each other when starved. Put shortly: The more AI the prisoners have, the better.
Make animals spawn next to other animals of the same type. Then being able to capture animals like prisoners and sow grass for the animals. Setting a maximum animal count in the room, having the excess animals automatically marked for hunting.
Make animals attack and eat each other.
Short range teleporters for teleporting people around the map requiering one at both ends. A teleporter can only be connected to one other, so that in order to havet nertwork teleporting from one location to any other you'd need a hub room of teleporters.
Vacuum pipes that suck any item placed at one end to the closest empty tile at the other end. (Essentially an item teleporter)
Nuclear power. Being an expensive investment but having no cost later when it's built. Unrealistically turning into a nuclear bomb whenever it is damaged or not cleaned or coolerd properly.
Slavery, forcing prisoners to work even if they haven't joined the colony.
Have the spaceship not win you the game, but let you land somewhere else with the colonists, prisoners, animals and perhaps stowaways on the ship.
Assemly lines and automatic crafting.
Visitors becoming hostile if locked in and suffering for any reason.
Disillusioned colonists join nearby visitors, making it harder than to just to arrest and release them.
Foods that literally grow on trees, requiring you to let the trees to grow for a while before yielding fruit.
Electricity switches, be it manual or with automatic timers, entity detection or even programmable logic kind of like redstone from minecraft.
Simple Ideas...
Medicine used for Serious Illness, Surgeries and Serious Injury.
Glitter-world Medicine for Bionics.
Herbal Medicine for Less than Serious Illness and Intermediate Injury.
Add bandages for bleeding,cuts,scrapes and bruises.
Give Medical Treatment a priority system so the guy with two bruises doesn't get treated before the one with two arms shot off.
Not sure if somebody upped these idea's already but here is my try
- Lamps with proximity sensor . if somebody is in the room the lights go on else they are off
-let 2 ppl sleep in the big beds instead of a singel person: Spark some romance :)
-in the same line let them have kids
- increase the number of tasks in the production stations:
art- make statue, make painting, make book / poem, make drawing ,make song ,make music
tailoring- make dress , make winter clothing , lasso ,whip
cooking - Make drinks (would mean we need water production and some kind of herbs add perhaps sugar crops), brew beer, make alcohol
-robot workshop to build menial bots ( cleaning bot , cutting bot, food processer to increase meal making,patol drone)
-bath / shower
-wheelburrow to help carry capacity off colonists
-Birds to fill the skies
-livestock (herd animals and breed them)
-genetics lab to increase better herd
-plow to increase growing plants
-lamps for outside to give light to a courtyard
-fishing (add river or lakes could also be used to provide for drinks)
-watchtower
-radio to make music in the rooms
-a rack for clothes like the weapons
-practice range to increase stats or teach to help others become better
-a shrink seat bed to help colonist lose negative traits same chances as convincing a prisoner :) build on social skill
-domesticate animals to get guard dogs or cats to kill the rabid squirrels or as pets to increase the comfort level of the surrounding colony
Thats it for now :) I hope there is some usefull stuff in there :)
a few ideas
*entertainment/comfort stuff for the colonists (tvs,couch,pooltable, etc)
*different layers to a map so you can build upper floors and basements and so you can mine for materials and whatnot underground and maybe have enemys that can come up from underground layers (that one probably isnt simple lol)
*more defense options
I have a few suggestions for streamlining use of the architect dialog.
1. Make hotkeys available to toggle the various tabs, with Orders, Zones, Structure, and Power assigned keys by default.
2. To prevent conflicts, these hotkeys should only work when a tab isn't open. This way, if the E key opened the Furniture tab, it wouldn't both rotate a bed and open/close the tab.
3. The tab button should close a category tab when it's open.
Basically, I want to be able to switch between setting down power conduits and walls without having to move the mouse across the screen and focusing on opening and closing tabs.
Also, I think it would make a lot of sense if there were a neurotrainer-style item that could repair brain damage. If nanites can be injected into your brain to make you learn something instantaneously, surely they could also be made to heal lesions. There might also be an "increase overall learning speed" variant of neurotrainer along the same lines.
Suggestion: full random start (random crew, random world/colony position)
Reasoning: I'm pretty sure im not alone who is like to have the "best" starting group, then spend waaay too much time with spamming that random button, then after 10-20 mins(no joke) on the starting screen, i finally get to the world map and waste another 5 mins at least to figure out where i wanna start out. Having choices is nice usually, but having too much choices can hurt the fun part.
Put any living object into cryosleep chamber.
Option to harvest all organs.
Add eyes, skin to the list of harvest able organs.
Alphabetize all lists.
Fog of war on the map.
Symbols by people's heads showing what task they are doing.
Option to cycle through characters when looking at their details.
The sub-option for determining what to do with rotted vs regular corpses.
If I want to cremate all rotted corpses, I can't make that distinction so I have to watch and essentially forbid the cremation of the non-rotted ones until cremation is done. Then suspend it, then unforbid them.
The ability to mark a growing zone to be ignored without deleting it.
Having the option to floor a geyser over. I don't like it when they create asymmetry in my base.
The ability to mark specific animals shoot-on-sight. Aka if you want to make it so that colonists always kill boom-rats.
Here we go:
1. Lights on walls - It hurts my eyes when i have to place standing lamps on corridors and having standing lamps only seems a bit unrealistic when it comes to more advanced future technology.
2. Sensors on lights - you could turn the sensor on or off and it would make them lit only if somebody enters the room.
3. More floor patterns - just for decoration, because some people dream of having their colony be functional AND look nice. Those could be like: splitting the tile in half into 2 triangles (one darker) or checkered. Also having some different metal/wood/stone floor patterns would be great.
4. More carpet colors, like: http://www.onestopclassiccarparts.com/store/sc_images/Products/7158_image.gif. I know most of them are dull but for example dark navy blue is just great.
5. We got bartender backstory - how about implementing a bar and ability to make and import alcohol? Stressed guys could just go and have one, talk with the bartender a bit and chill.
Quote from: Gladdig_Kaga on December 19, 2014, 10:01:38 PM
The ability to mark a growing zone to be ignored without deleting it.
Having the option to floor a geyser over. I don't like it when they create asymmetry in my base.
This...please...PLEASE>>> PLEASEEEEEE
When you wanna' select where to land on the seeded world, a quick selection tool could highlight the available areas/tiles that fit the selection you've made. For instance, I want it to be mountainous and with a temperature that doesn't go above 15°C, and preferably really dry, and the map shows me which locations, if any, match my selection.
It'd make choosing a site much faster and give more time in-game. I think it'd be relatively fast to cook up seeing as all the information is available and it's just a UI add-on.
Doors can be locked to control the colonists movements, that's great, but it'd be equally nice to be able to mark doors as open. I mean, what is the reasoning behind visitors being able to freely open doors but raiders not? It should be either or. Either no outsiders can open the doors or everyone should be able to. The alternative is that the doors can be marked as open and be freely opened by anyone, marked neutral so that only colonists can open them, or locked so that no one can open them.
So three options for doors, open, colonist, locked.
Perhaps something extra for later on; Doors should start as colonist doors, but visitors from other settlements get angry if they can't enter the center of the area marked as the home zone and they may later become hostile as your standing with them drops as a result.
Quote from: Safir on December 20, 2014, 11:24:44 AM
Doors can be locked to control the colonists movements, that's great, but it'd be equally nice to be able to mark doors as open. I mean, what is the reasoning behind visitors being able to freely open doors but raiders not? It should be either or. Either no outsiders can open the doors or everyone should be able to. The alternative is that the doors can be marked as open and be freely opened by anyone, marked neutral so that only colonists can open them, or locked so that no one can open them.
So three options for doors, open, colonist, locked.
A small expansion on that could be in the way that Prison Arch works. You know like, prisoners and visitors can open wooden doors no problem, but if it's a jail door they have to have someone come open it for them. This sort of thing where a colonist has to open a door to let some people enter could be good. For someone who wants to build airlocks and determined who can enter and who can't. This could be a new type of door with special properties.
Open - Anyone (minus raiders) will have the door opened for them.
Colonists - The doors will be opened only if a colonist requests to get in.
Locked - Nobody opens the doors for anyone.
New "Security" Door or Door Options to allow for advanced remote door control such as allowing raiders in but locking behind them; therefore allowing them to be trapped until the bust down the door. That or a security door that is somewhat more expensive, needs to be powered and researched to be built and would allow for door behavior controls.
Correct me if I'm wrong but I think I saw a hacker backstory somewhere or other. Perhaps have it so that the hacker can hack things such as the crashed ship part; having a reasonably low chance of hacking the mechanoids inside to move around as usual but not shoot colonists, or if you've been having a shit tonne of attacks and need time to prepare the ability to hack the ai persona which sends out a signal making people not want to stop by, disadvantage is that it scares away traders. Don't know if this is easy, but hopefully it can be implemented because I hate that ship part, especially when it sends hordes of boomrats after me.
Quote from: kasimirtlw on December 19, 2014, 05:23:02 AM
-robot workshop to build menial bots ( cleaning bot , cutting bot, food processer to increase meal making,patol drone)
This is genius! A robot workshop that requires lots of steel. Then you can install an AI Personality Core into it! Robots could be colonists that can't make art, etc.
I don't know if this has been suggested before, but I would like an ability to 'disassemble' clothes at Tailor's table.
Simply because sometimes you need to deal with all the parkas you've collected from your foes after a bloody winter.
So, after scouring both areas of ancient cryptosleep pods on my map, I kind of miss their randomness. Perhaps we could have an event where a faulty drop pod enters the atmosphere, but doesn't actually open after crashing?
* A pop up window when you open caskets attached to a random backstory generator. "According to the etchings on the permasteel plate next to the release lever, [this is/these are] the [POD_TYPE] of the [POD_SOURCE], originally commissioned for [ORGANIZATION], out of [STELLAR BODY]."
EG, "...This is the Escape Pod of the ISS Brently Scentworthy, originally commissioned for the Galactic Merchant Marines, out of Andromeda."
The pop-up window would give both a dramatic pause and hide the screen during the critter-spawning.
People who randomly join your colony have a piece of wood equipped. Helps for immersion, because the wood is supposed to represent a walking stick. This goes for some of the solitary faction encounters to, like Reisling Bacchus.
I agree that you it would be good if you would be able to ignore growing crops with out deleting the zone.
But I really wish for my colonist not to get sad about selling slaves, that would make my day.
Also if you release your slaves than the faction which they belong to should be less aggressive.
My idea is that, for a good survival experience, we must get shelter, energy(temperature and so), food and water. All that have been included in the game but water. I think we could implement a water system. Where the colonist use it to drink, clean and farm (or more). Now that the temperature system has been included successfully in the game, the water system will fit in really easy.
- The water in cold weather will turn ice(if not heated) or evaporate
- The water will be used by the colonist to clean themselves after hard work on the mine(plus mood)
- Water will be distributed into the base via water conduits (like the power system)
- Water will be pumped from a lake, condensed on a geiser or by mining on the ground.
- Water will be consumed more often than food
Hope you like it and implement it.
Depending on materials, walls and doors should have a damage reduction that negates any damage less than X.
It's bloody silly for a squirrel to destroy my solid steel door.
So some cheap ideas.
( bare with me i just worked 18 hours and slightly intoxicated but im going to ramble for a bit)
-New ore types. Lets call them shiny things. Diamonds or what have you.
some quick ones i thought off today
one colonist should be able to teach another colonist a skill someone with cooking level > 10 could help raise another its level via a machine or desk(school desk)
horses to increase speed to catch a running away enemy :) like in a real cowboy show heck add lassos to increase capture chance
makes me think about the old kids show where they had robotic horses in the old far away west :)
build scopes to increase aim
build shovel to increase speed at wich to work plants
build axes to increase chop speed
build hammers to increase build speed
build picks to in crease mining speed
build pots and pans to increase cooking speed
build armors from leather to studded leather to chain mail to plate mail
capture live animals and build storage pen
let 2 ppl sleep in double beds
add rivers or water and fishing rods to fish
add metal detectors to find hidden ore : put it under the carry skill
add shoes and orr boots to the clothing to inc rease walking speed / protection
add tumble weed :)
add sleep grenades to help capture ppl
thats it for now
Bare with me here, im going to ramble on, just worked 18 hour shift and im slightly intoxicated.
-New ore Types
Lets call these " Shiny things" basicaly a cash crop, but can be used in some crafting
-Traveling merchants
It would be hella cool if instead of just orbital sales a man with a cart being pulled by a muffalo passes threw and you can trade with him, make it so only certin things can be traded with this man ( Bows and pillas for sure! no one with a space ship wants to buy my crappy bow when they have Artical Rail guns) it wouldnt be that hard to code, just have it so you right click on him with a Colonist and boom Drop down menu to trade! all items in all stockpiles available so no shuffling to get the things you want to sell outside. And food is something the he is allways looking for or selling.
-Equipment slots
Ok, i want to start off by saying i do not like haveing to build or by pickaxes to be able to mine, or any other things that would make my basic gameplay overly complicated. With that being said, i feel Equipment slots would be awesome, all items would "help" or just add a % boost to what ever it is your doing. Im seeing 4 slots, Two that could be work related :Examples, Spices for you cooks to make a little bit better food, Diamond tips for your pick axes to dig better Gloves for that little warmth boost, or a Surgeons kit for your doctor to help speed along the health of your people. Two more for personal items with diffrent boosts. Maybe jewlery that could give a small happyness boost or an item that helps win over prisoners Maybe a gasmask that would cut down on dead bodies smell and help keep people from going insane handling them. Some of these equpiment ideas should have a limited use and be used up after X amount of times. Im not a coder but i dont see this being hard to implemnt since all you would be doing is modifying the speed or Effectiveness at what ever it is your doing.
-More crafting ideas
With the implament of Equipment slots i think its obvious to be able to craft all of these things your self. The skill at which your craft is would determine the outcome of the boost the item gives to your colonist. Certain items would need the balance of two skills, like a surgeons kit, you would need to know something about medicine as well. or Mineing tool improvements you would need to know something about mining. All items you buy tho would be in the top 75% from traders. This also ties in with the wadering trader from before. An intergalactic trader might not care about some shoddy looking jewelry at a look or awful level, but that guy on the muffalo will gladly pay you somehting
-Gates
This is something i have been dying to get. A three wide raise or lowerable gate, Tempature should be able to pass threw it no problem, it has to be powered. a Gate should have a LOT more health than a door dose and the material you use should dictate how much. Solar flares would make them risky at times, but worth it
-Barbwire
An easy defense weapon, places down in a one square area, and slows anyone who passes threw it by 50% maybe a small damage output for attackers, and a gate option so your colonists can pass no problems. Something i feel the game needs as a defense option is the ability to slow down your attackers before they rush your turret lines.
-call to arms
Works the same as draft, but you can dictate a predetermined location that all your people will flock to when theres an attack, this is something that i feel goes with out saying is Very important. when a group of bandits are attacking right damn MEWO, i dont want to have to second gusse where im putting everyone, i want them to be able to go there with a click of a button.
-Better turrets and turret systems
Or better yet, different turret types. Maybe a flamethrower turret, that will burn people as they come into your defenses. Or a long range sniper turret. Something i think needs to be in tho, is how turrets work. A stage one turret is kinda high tech for a colony thats living in a one room rock house attached to a solar panel and a battery. Turrets are something you should have to work on to be automated. Maybe a few stages of them, but stage one should have to be maned like a mortar. Along side that, there should be an "assigned" button and a call to arms button options.
-Stages of tech and research
Research is kind of something we do when theres no life pressing matters at hand, but it should be very important. More complex things in game should have higher level counterparts. Example, Solar collectors should work at a lower % and as you research into them they should getter better and better. you would not have to sell and rebuild, but once the research is done one of your people could just add on it it and make its output better. Items like the heater and cooler should be researched before building, like a tech tree.
-helping your friends
The one thing that angers me more than anything, is when an ally is visiting and gets hurt. You should with out any doubt have the option to Rescue them, and have them thrown in a medical bed till healthy, which would give you more Ally points from your friendly factions.
-The wander
Tho rare, a stranger with no connections to any faction coud show up for a visit. one of your people could have the ability to offer shelter. The Wander could stay a few days and you could use that as time to try and convert him over to you side, or arrest him... which ever
thats just a few of the ideas i have, going to bed now, Peace
well since i only play it on friends PC cause he bought it and changes are made all the time
-its chrismass a bit lower price since its chrismass
-scavangers/looters npc that would try and steal material or deconstruct and steal things from player
-its scifi why not weapon crafting by specs not batch made guns when characters are randomly generated, or weapon stats upgrading
-dont know if something as small missions or contracts limited by time are there but why not count that as well
-well i had a lot of stuff forgot to write it down but keep up adding
Quote from: TrashMan on December 22, 2014, 06:43:56 AM
Depending on materials, walls and doors should have a damage reduction that negates any damage less than X.
It's bloody silly for a squirrel to destroy my solid steel door.
THIS. THIS THIS THIS. THIS, THIS. SO MUCH THIS. Same applies with power-armor, it's absolutely absurd to have a power-armored soldier start bleeding from a squirrel bite, unless that squirrel has teeth made of Plasteel or something absurd like that.
A way to move build items like desks or lamps without having to destroy or rebuild.
it would make evolving a colony so much more practical.
Not got round to buying the game yet (will do soon though!) have watched a few letsplays and these are things that struck me as factors that currently limit the gameplay or just seem like fun ideas.
DOORS
MANUAL DOORS. Some extra controls over doors would be good... You have the option to lock a door, why not the option to lock a door in the open position? would help with temperature management. Also to allow raiders to open a door, why do they have to bash in an unlocked door?
AUTO DOORS. Possibly add an option for an auto-door to be temperature controlled - if the temperature on side a/b goes above or below x, open up. This would allow a refrigerator room to also provide warmth to the butcher's shop, if the door to the outside opens up when the temperature inside goes over a certain threshold the butchers shop will never become a sweat shop.
POWER
SWITCH. allows you to disconnect circuits. My idea is that you would be able to stick a battery near to your (powered down) turret, leave it connected to the circuit long enough to charge your battery, then disconnect your battery from the mains. That way if a conduit elsewhere blows, the battery powering your turret will not be drained down so you could still operate your turret in an emergency. you'd then have to reconnect your circuit to recharge your battery after an attack.
SURGE PROTECTOR. similar idea to the switch - protects the charge in your batteries. In order to balance this, the surge protector would have to be very expensive to build (perhaps requiring gold), needs to be manually reset by the player if it's tripped out and takes a random amount of damage - very rarely being destroyed altogether. Maybe even trips out by mistake sometimes - this would be a real pain in the butt if it disables your turrets mid fight!
POWER SURGES. similar to the current power line failures that cause fire and discharge batteries - during lightening storms, if lightening hits any electrical device, all items connected to that device's power grid suffer damage - possibly catch fire.
MISC
AWFUL MEAL. if someone with a low cooking skill makes a meal, it has a chance of tasting bad, giving poor mood or in very rare circumstances causes food poisoning sticking someone in a medical bed for a day or 2.
ASYLUM. A carpeted room with smooth walls 4x4 with nothing else in it but a bean bag (new chair type made of cotton) could be designated an asylum by setting the bean bag to an 'asylum' chair like you do medical beds. This could serve as a more believable alternative to imprisoning someone with a mental break. They get visits from a warden or doctor. Sending someone there could be achieved off a right click like the 'arrest' option but called 'Escort to looney bin' or similar.
Well that's just a few ideas that didn't seem too complex to me. I'm a programmer myself but not knowing the coding structure of this game I couldn't say how difficult or easy I think any of this might be!
Some kind of barbed wire thing would be great. Unpassable or slowing attackers by a LOT and dealing damage to them.
Also, with this idea - traps. Not only hunting traps for animals, but also diggy-diggy holes for capturing people and other harmful things (mines? with the option to research them? and maybe, to make things more complex (if they would be op) get a new resource needed to craft them?
IIRC; you can already open/close doors.
I basically have the cooling unit heat up half my base with it's exhaust. During summer I just open my doors :)
Holograms of dead colonists that can only do certain tasks (like man the comms station or be a doctor) (yes, I am a Red Dwarf fan)
Quote from: wdnz on December 25, 2014, 02:26:56 PM
Holograms of dead colonists that can only do certain tasks (like man the comms station or be a doctor) (yes, I am a Red Dwarf fan)
This I like :)
You have to build a holoprojector which has a limited radius, it projects only 1 person, the last one to have died and all they can do is chat to your colonists whilst they work. Goes mental if he sees his own corpse.
There doesn't seem to be any clothing that makes pawns cooler, is this developer bias?
Suggest:
Clothing that increases upper limit of comfortable temperature range: Straw Hat, Sombrero, Shorts.
Make power armor increase upper limit of comfortable temperature range, no reason to have heating and not cooling.
The mood penalty for harvesting organs seems a bit extreme in terms of duration, lasting twice as long as selling a prisoner. It seems odd that removing a tiny bit is more upsetting that selling the whole person. This horrible state of affairs must cease; complaining about a little thing like organ removal, pfft. They should be grateful that we found a way to make the prisoners earn their keep; I don't see any of them volunteering to give little Timmy a new kidney. Hell, they should be thanking us, who doesn't want to loose a few pounds after all of that holiday feasting.
(Not sure if this would be cheap to implement)
Chain gangs: allow a work release program for prisoners that allows them to do simple task like cleaning and hauling. They would still be chained, thus move slow. They would also attempt to escape if they saw they had a clear path. i.e. If they went to haul a animal corpse a hunter had left behind, then they might try to make a break for it if they were outside of weapons range of all of the colonist. Would require an option for doors that let colonist pass but not prisoners (which we already have), and a door setting that lets both prisoners and colonist pass.
What about some water disaster events!
Flood or a giant tsunami wave, event which would cause really big mess on coastline.
How about a cataract removal surgery. If the Romans could figure out how to remove cataracts I think these colonists could too. Of course without replacement corneal lenses the patient would not be able to see as well as they could before they had cataracts, but they would be able to see better than they did with the cataracts.
All branches of research tree should be fully visible so you know what you have to research in order to achieve something else.
Mechanoids adapataion should add occasional resistance for EMP stun and not full proof protecion agains it, this makes the granades kinda pointless since mechanoids have tons of hp and emp granades have low range and preet long aim and cooldown times and of top of that its only usefull 2 times on a mechanoid...
autoattack for meele weapons!
At the moment there realy useless without..
different qualities for different weapons. for example one mini gun may have 1 extra damage, but another may have longer burst instead, don't forget negative effects could happen as well.
How about wear and tear on Weapons and Apparel.
When an item breaks/wears out the colonist auto replaces the item (with exact replacement) from the stockpiles.
This would stop the large build up of Apparel from raiders, and give the Weapon smith and Tailors more use.
-add potato/food bags so people can hold more then 75 potatos or instead of bags put In barrels ... -this isn't something easy (i think) but It would be cool to add multiplayer raids... So that you can raid other people's world and take their loot also maybe add ally support so that you can ally another persons faction and help them if they get raided..... - back to cheaper ideas it would be cool to add couches, rivers and with rivers you can add water mills as another energy source, also it would be AMAZING to add shooting targets so that people can improve their shooting skills.
I would really love a button to let me choose the color of my zones...
Not really sure if this is already in the game, and not that I am asking for it to become harder, but it would make a lot of sense if solar panels produced less electricity during winter. The reason winter comes about is due to the planet being at the far end of its epileptic orbit and therefore the planet receives less power from its sun. Presuming a start in spring this would also promote people to move away from solar panels and into geothermal even faster, which might make it logical to make the effect tied to higher difficulties
How about a fireplace? An alternative to a heater that just requires wood every few hours and stone to build. It could be a convenient alternative to rebuilding campfires all the time. Plus, it would generate light.
indestructible targets for target practice to improve shooting skill!
having a rare occurance where colonists already have boinic parts and or are genetically engineered to have special skills. Really I think I'd like more events that help the colony rather than only being able to choose how quickly I die.
Not really sure if this is a cheap idea or not, so I am putting it in here, and into its own topic.
How about a moodlet called something like adrenaline rush, that would apply in moments when your colonists are in or witness someone in imminent danger (proximity to an explosion, gunfire, being sent to rescue a colonist, being attacked obviously). It would give a somewhat significant boost to their mood, say around 30-45 points, either until shortly after the threat is dealt with, or after significant amount of time (around a two to three days). During that time the colonist would not be able to sleep or eat, would move faster, be able to carry heavier loads, shoot more quickly, and hit harder. After the moodlet has worn off the colonist would get another moodlet, an adrenalin crash, that would give a negative mood effect relative to the length of the adrenaline rush, which would wear off after they have done something to boost their mood (eat, sleep, have a conversation, etc).
Toilets, showers, dirty dishes and even doing the laundry ;D
Would like to see more natural disasters like tornadoes, cyclones and even flooding depending on your biome choices.
a priority zone
everything in the zone needs to be done first kinda like in banished so you can force harvest or collection in a certain spot
Wet/Dry Vacuum.
Double speed of cleaning.
Can you implement beating as when I have a prisoner I want to make their life hell as they could/have killed one of my people.
Downgrade to Alpha 1 and you will be able to do so.
Quote from: keepwalkeirng on December 30, 2014, 01:52:32 PM
Can you implement beating as when I have a prisoner I want to make their life hell as they could/have killed one of my people.
You can just equip one of your colonists with a piece of wood and tell him/her to force attack the prisoner in question. Great fun! :P
Gleaned from this thread:
Quote from: Thorin on December 23, 2014, 02:20:07 AM
On the other hand, I have 3 unfinished sculpture's.
The first crafter died ...
Second crafter started a new one, got wounded and after recovery... started a another new one, can't seem to get him finish the previous one.
Unfinished artwork should still count as usable artwork, perhaps adding beauty incrementally. This way you can have "Unfinished Joy #7" sculptures lying everywhere.
I wish I could upgrade Walls to Conduit Walls without having to completely dismantle them first.
Rearrange colonist on overview list by drag and drop
The most simplest of all, make the traders sell wood :'(
I've been playing Ice Shelf biome and there's no wood to chop...
Shield projectors. A turret that stops bullets and mortars, but burns out and needs to recharge after too much damage.
I'd like to be able to move 'some' things I've built around, like beds and tables and chairs or decorations without having to disassemble and make a new one. Kinda lose a lot of resources that way too!
Make is so that colonists get a negative mood if eating the same food every day, to drive some meal variety.
Also an option to start with only one crop type, and need to trade for seeds for the other crops, like in Banished.
Dunno how "cheap" this would be and dunno if it's more appropriate for here or in the modding forums - since this affects modding ability.
Namely, the way apparel and layers are handeled. Some things seem hard-coded and inflexible.
Side and front view ALWAYS show helmet layer over body (doesn't work well with some armors), and back view reverse.
Also, the base head is ALWAYS shown meaning that any helmet that is tiny smaller will have the head sticking beneath.
I tried to go around this by making a full armor set (torso+helmet as one item), but it is carried on the FACE.
Either a helmet that overrides the default head (default head is not shown) or a way to customize which items take top layer
A system for prioritizing what gets power if you don't have enough to power everything.
Quote from: Anduin1357 on December 31, 2014, 10:45:49 AM
The most simplest of all, make the traders sell wood :'(
I've been playing Ice Shelf biome and there's no wood to chop...
This.
Frankly the trading system is unreliable and utterly frustrating. I hate having to use the development mode > or edit files just to make them show up in the first place.
Setting ownership of production tables.
My main crafter never gets to build parkas because the noobs always hogging his table.
Flashbangs. Grenades that momentarily stun anyone caught in the blast and give them a temporary accuracy penalty.
With winter, I find my self hunting more and more, and loathing the interface for hunting more and more.
I suggest a hunter's lodge building. The build would allow you to set an area, identical to the ingredient search radius of other building. In that area it would auto mark animals for hunt. The building would also allow you to specify types of animals to hunt. i.e. You could build one hunter's lodge and set it to mark everything in 200 range, then build a second hunter's lodge and set it to mark muffalo anywhere on the map. If possible the building would also allow you to assign which pawns hunt the animals marked by that lodge. i.e. The hunter's lodge set to mark nearby squirrels would be set for use by Mr. Pistol and Miss Pistol, while the hunter's lodge set to mark muffalo would be set for use by Mr. Minigun, though please at least pretend not to aim at the friendly visitors. I realize one of them sat in your chair at dinner 7 months ago, but after the first three you left to bleed to death in the snow, I think we have crossed into over reacting territory.
Drafting gives you complete control over the colonist;
The colonist can be ordered to eat food, sleep, haul things...maybe even talk to someone who needs a mood lift.
Drafted move commands snap move positions to close proximity cover...
Different standing positions for combat...
To have the colonist duck back in cover when shot at...
Wall and cover penetrations.
A slight aim bonus when shooting from cover would be nice (to simulate resting the weapon on the cover). Would hopefully emphasise its use a little more.
I would definitely appreciate a little in-game warning popping up "Hey Buddy, you've been playing for three straight hours! Maybe time for a break."
I've found it's so easy to sink huge amounts of time into this game without noticing that I've had to set alarms before I start playing or else next thing I know it's 3am and I realise I still haven't made dinner. Granted, that's more a self-control issue than any fault of the game, but it's a cheap idea that I personally would like to see.
Automatic clearing of obstructions for Wind Turbine
Batch bill change (Especially for Vas's Hydroponics mod purposes) nuff said.
Bill config ---> Take from nearest stockpile/Specify source (input) stockpile + Specify target (output) stockpile
A door or wall being actively damaged is not repaired by colonists (toggleable?)
Stop raiders from having pinpoint landing spots ie. into a small 1x1 hole-in-a-roof cheap attack
Replace bill cook [Adjective] meal {+/-250} to {+/-100}
Exhaustion causes colonist to sleep on floor instead.
Backpack Apparel that can carry more supplies.
For hilarity, make a forum thread for suggesting the most expensive additions to the game.
Automatic stripping of corpses when picked up
Weapons stay with corpse like apparel, you 'wear' the weapon.
Ability for colonist to have an inventory and inventory size,
If outsiders can bring their meals and medicine around, why not us?
Official endorsement of the embrasure. (Incorporate mods into Core)
Add Incident Biological bomb to affect anyone who steps outdoors to have an increased chance of getting sickness (Sickness is underpowered and incidents are simple to make anyway...If you know the code)
Vaccines.
Inaccurate first 'snap' shot (once) with instant warmup for any gun when shooting is at a certain level, must be out of combat for 1 hour before reuse.
More of a request, make melee less 'turn based'.
Pirate passers-by who have a chance to turn hostile and attack the colony.
Remove "Hunter lacks a weapon" warning when said hunter is a brawler with a melee weapon.
Planning blueprints mode, you place blueprints as plans like the current plan function does.
A tip here, having trouble with fires? make things out of stone materials, they have zero flammability and have more hp.
But I digress...
Circuits that can switch materials into 'have coatings' and essentially have more hp and maybe zero flammability?
Includes all other electronic items. Maybe silver would resist the solar flares, hmm...
nvm, it might become a cheap way to avoid highly damaging electrical fires and whatnot.
Writing this much, I would like to propose off topic that a siege by a bad faction can and should be copied and edited to make friendly factions make bases by constantly dropping supplies every odd day (friendly outpost) while hostile non-pirate factions make forward bases with constant day and night raids unless it is eliminated. (Sounds familiar? Not the first time something will force you out of the base just to end it...) Not very cheap but still cheap considering it expands the player model of the game for relatively simple work. The longer you wait to kill it, the more it expands and the harder it is to resist or stop it.
I expect this to be the new definition of killer event in randy mode. What's worse than 8+ armed men 20 days into the game than a base that spawns raids everyday and expands faster with aid than you do?
Hazard zones. Mark areas you don't want your colonists to enter.
Not sure if it's been posted at all yet, but I'd like to see some kind of prisoner doors that they could walk through, so it would be possible to make a yard attached to the cells for them to go out into to stop that stacking cabin fever on them.
Quote from: amul on December 30, 2014, 06:23:25 PM
I wish I could upgrade Walls to Conduit Walls without having to completely dismantle them first.
.
You can just don't disassemble the wall and just put wires on the wall it would cost the same as a conduit wall just 1 steel
A positive psychic event. Right now, psychically sensitive and hypersensitive people are only liabilities to the group and they bring no positives. Having an event that increases the work-speed of these workers or increases their skills by +5 for a short duration would be pretty cool in balancing out their negatives.
(A more ambitious idea I had was that if a character was hypersensitive or sensitive, there was a chance depending on their sensitivity that they could commune with a crashed ship part. Perhaps it was all a misunderstanding and the ship meant your people no harm. As a show of good faith, they'll disable their psychic exertion and warn you of the next raider assault (even going so far as to help you when they arrive). Following this, the ship takes off with any surviving mechs).
I wish there was a confirmation dialog when you're trying to load a game, but didn't save the current one first.
The buttons "load" and "save" in the game menu look kind of similar, so sometimes in a rush, I click load instead of save (I've done it a lot actually, and it's quite irritating). I know there are autosaves, but sometimes even 5 real minutes is a long period of time in game.
I'd suggest to add a drag-and-drop selection square (simililar to the "cut trees" order) that allows the player to unforbid all items in an area. This will be helpful in dealing with looting huge waves of enemies. Also, a "strip all enemies in the selected area" drag-and-drop command will save a lot of useless micromanagement to the players. The new automate "strip" action could fall into the "hauling" group of actions (or maybe the "cleaning" one).
Another solution to this time-wasting issue could be to enable an option - maybe in the option menu or in the overview tab - to strip-before-burying human corpses.
I had the recent thought of having trainable dogs or maybe a pack of roaming dogs on the map that you can befriend.
Removal of "Table needs chairs" warning.
Some things are purely aesthetic.
Addition to doors 'open doors' command to powered doors so that your poor colonists do not have to keep opening them.
Could there be a wild plant that gives herbal medicine when harvested? Something along the lines of Aloe Vera.
I did not read the entire 99 pages so I apologize if I copy someones ideas. And i'd like to apologize for my bad english.
I just had a few ideas and wanted to share them.
- Power-Conduits consume very low amounts of Power (1-2W each) as real cables do
- Plasteel-Conduits; Pretty much the same as the normal ones but a) no powercomsumption and b) they do'nt get short-cuircits. Costs should/could be 1 or 2 Plasteel each (maybe + 1 Steel?)
- New type of batteries. Lower efficiency, higher capacity. Maybe 50 Steel + 50 Plasteel each? Maybe an addition for later: When stored under a certain Temperature, they ca'nt cause cables to burn.
- Another type of reactor, like the ship-reactor but with more power-output and not suitable for the ship
- Ability to place hoppers at other objects then the dispensers (e.g. cooking stoves)
Quote from: Thanok on January 03, 2015, 06:10:20 PM
I did not read the entire 99 pages so I apologize if I copy someones ideas. And i'd like to apologize for my bad english.
I just had a few ideas and wanted to share them.
- Power-Conduits consume very low amounts of Power (1-2W each) as real cables do
- Plasteel-Conduits; Pretty much the same as the normal ones but a) no powercomsumption and b) they do'nt get short-cuircits. Costs should/could be 1 or 2 Plasteel each (maybe + 1 Steel?)
- New type of batteries. Lower efficiency, higher capacity. Maybe 50 Steel + 50 Plasteel each? Maybe an addition for later: When stored under a certain Temperature, they ca'nt cause cables to burn.
- Another type of reactor, like the ship-reactor but with more power-output and not suitable for the ship
- Ability to place hoppers at other objects then the dispensers (e.g. cooking stoves)
What made plaststeel a superconductor? Fact is, it would be worse cuz there are plastics in it. add value please, it would be better for it to have a coating option.
"Another type of reactor" Get a mod.
"hoppers at other objects" Get a mod.
Well, so why should we post ideas if those could be enabled with mods?
Personally i prefer to play the game as it was intended by the Devs and if they ask for ideas i am willing to give them ideas. If they think they are'nt good enough for the game that's fine. But for anyone else: Do'nt read ideas if you have a problem with new things coming in a game in Alpha stage. And do'nt update the game, because Alpha games usually get a lot of things.
To the Plasteel ideals: I do'nt think that the game wants to be terrible realistic. Plasteel is a very expensive and hard-to-mine material with pretty little use right now. That's why i would like to see it getting some more uses. Since it also contains steel, it should be able to conduct electricity.
Mods are, in fact, one of the greatest ways to add content to the base game, you give the devs an entire repository of files to include in the base game. Remember that most, if not all mods are licensed under creative commons/some public use license which allows anyone to use, modify, incorporate (with credit)...
I myself found that an idea of mine was so cheap that I did it myself instead of waiting for the devs.
If your idea is cheap enough, maybe making a mod out of it instead is better.
I realised I just redefined the definition of cheap idea for Tynan. 8)
If you think that the devs can do something better than you though (Such as writing on hard codes or changing something nobody else knows how to edit.), feel free to post.
Quote
2. Prisoners should by default receive the worst quality food. There should be a check-mark similar to receive care/friendly chat that would allow me to give the prisoners I'm trying to recruit the good stuff. No more lavish meals swine!
And then make a mood "Segregated" that is -15 mood for being given the worst food on purpose than opposed to the other guy (us and them) increase chance to go psycho and attack said well-treated guy. :P
Basicly you can give them the worst food. Do'nt give them food but build a dispenser + hopper (wich should be reachable from the outside) in their cell. A friend of mine put human meat in the dispenser causing the prisoners to eat tasty human-nutrition-paste instead of his cooked meals.
@Anduin: Yes, that's right. As i mentioned, right now i prefer to play the game as intended by the Devs and therefore i prefer to not use any mods. I might change my mind later, but right now i have to wait for new stuff to be added.
Quote from: Anduin1357 on January 03, 2015, 10:01:46 PM
Quote
2. Prisoners should by default receive the worst quality food. There should be a check-mark similar to receive care/friendly chat that would allow me to give the prisoners I'm trying to recruit the good stuff. No more lavish meals swine!
And then make a mood "Segregated" that is -15 mood for being given the worst food on purpose than opposed to the other guy (us and them) increase chance to go psycho and attack said well-treated guy. :P
Only to be beaten into submission with a length of wood by one of the prison guards as an example to the rest of them. :P
But in regards to the topic, I concur with the idea that prisoners should be given the worst of the available food supplies. Personally, I used to just leave raw human meat in one corner of the prison for the prisoners until the temperature system was implemented, which caused the meat to rot. I had tried to use a nutrient paste dispenser filled with the meat in a refrigerated room, but the hoppers counted as part of the wall and as such, were "outdoors." This was fine in the winter, but not in the summer or during heat waves.
While there are other solutions, they often require more resources and micro-management than they are worth, and would very easily be replaced by being able to dictate what food is delivered to a colony's prisoners.
Quote from: Thanok on January 04, 2015, 05:44:53 AM
Basicly you can give them the worst food. Do'nt give them food but build a dispenser + hopper (wich should be reachable from the outside) in their cell. A friend of mine put human meat in the dispenser causing the prisoners to eat tasty human-nutrition-paste instead of his cooked meals.
That wouldn't work with my current prison layout unfortunately. I have it set-up so that none of my prisoners interact with one another. I used to have them all share a large room, but the fights and the negative mood from sharing a room was just too annoying to offset. God forbid you end up catching a group with an abrasive and volatile prisoner. So many wounds...
Here's my prison. I have the Space Meals mod which makes those packaged survival meals terrible. Other than the fact they never rot (which I like for an emergency), I would like to be able to designate my prisoners eat those. My wardens wouldn't have to run to the other side of the colony to give them the good stuff, and my colonists wouldn't have to compete with them.
[attachment deleted due to age]
Im sure somewhere in the 99 pages someone probably had an idea similar, but i think there could be a second type of sand bag that is taller and impassible by colonists, raiders, and etc. This sand bag would be for colonists to shoot out from behind safer cover then the small sand bags. Because these sand bags would be taller and impassible, maybe turrets could not shoot through them because of the extra height. Another thought I had is that sandbags be a less preferred path for the colonists. I set up a square bunker with the middle line with two doors, one door led to out side and the other into the rest of the base. when the colonists left the base instead of going straight through the door right in front of them they would turn and slowly crawl out of the sandbags instead. Im not sure if changing the pathing is cheap or not but its something that has been constant in my worlds. :)
These too may have been suggested in the last 99 pages as the person above has suggested, however most of my suggestions are around tweaking the start of the game to improve longevity and tweak the experience. I'm new to the forums but have been playing a little while and thought I'd get involved :)
None of these are in any order of preference/priority.
* Lower probability of ranged weapons in initial crash "supplies". Survivors should craft rudimentary melee weapons first which makes the low-tech population more of a threat. Firearms should be a good early goal to find/develop rather than handed out for free.
* Security turrets make defence far too easy, setting up a bottleneck is easy and leads to near infinite base defence. Make them harder to get and it means defence is more challenging and more interesting. Also, a tier 1 turret should be one that needs a person to operate and can be upgraded later to be automatic.
* Higher tech pirates should not arrive until later - why would they bother to attack three petty little survivors, how would they even know they are there? The nature of the threat should start low tech and scale over the course of the game.
* Apex predators hunting animals on the map. This means that the survivors might need to kill it so their animal food stocks survive. Winter has helped boost the challenge but I can simply kill a ton of unmolested animals if my potato stocks were insufficient. If there's a massive king lion out there eating muffalo I'd need to go out and kill the lion which is not without risk. How about a sacred lion, which then causes the low tech tribes people to not like me much and come for revenge...
* Domestication should be an "attack" option and take a while to do, but you can then setup pasture zones and the animals eventually breed. Combined with predators coming after your chickens this introduces another layer of challenge. The animals would need foodstock too, so you'd need to provide for them over winter if you want them to survive.
* New colonist type - robot. Think Lost in Space style tracked, ungainly beast. To begin it can do all of the menial labour jobs (slowly) but no research, art etc. It will need power, needing to periodically dock with the power grid. It can then be upgraded, adding a ranged weapon initially to function as a mobile turret, improved efficiency, better longevity between recharges and so on. Susceptible to the same types of events that knock out electric items, EMP mortars etc. Right now, if you get a colonist who won't do any menial duties like building or planting, it's pretty much an instant restart because on harder difficulties it gimps development. Having a very basic robot survive too will offset that while still not overpowering more useful starting survivors.
* New colonist type - android. This is to all intents and purposes like Ash from Alien. The crash wasn't an accident, it was deliberate because there's something on the planet they need, maybe an unusually aggressive alien ;) When it's found, the android then goes berserk to protect the secret. Make this a rare event though, as losing a colonist we've invested time into could be counterproductive. But finding the artefact/alien/treasure AND surviving the android should certainly add flavour to the story.
* Sieges from loads of weaker, low-tech units before firearms have been found. The benefit from beating it is still minimal - what exactly will you do with 10 pila and some loin cloth? - but represents a challenge for survivors without firearms. It means you need to be sufficient ASAP or you'll need to sally out and break the siege.
* An inverse of this, and perhaps not a quick win, could be befriending the locals so they view you as gods and giving occasional food/gold/silver offerings or rallying to your defence. Ideally, you'd be able to see their camps on the game map. They could even be a target for more advanced pirates looking for slaves so you'd have the option of defending the locals or letting them be abducted and you escape notice.
* By a similar token, you could have pirate scavengers land looking for resources and take a random tour of the map looking for things. If they don't find anything after xxx minutes, they leave for richer pastures. If you can power-down and hide, they might not notice you...
* Traps. From low-tech spike pits etc. through to land mines, barbed wire as you suggest and beyond. You could even give colonists the option of mounting the heads of dead enemies on pikes - to reduce the morale of attackers at the cost of offsetting our own sanity.
* New resource type of "tech", needed to upgrade your research bench, robots or make other buildings more efficient. This can be combined into...
* Drop pods/caches that are found should be rarer, but more useful. e.g. finding a firearm, or armour or the new "tech" resource. It could also be a benefit from cryptopods too, once the threat is beaten and the pod empty you can steal the computer and put it to use doing something else. It also could be needed to build the ship to escape as right now, beating the game even on harder levels is too easy once you've turtled up. Making one of the resources you need to survive then escape something you need to fight for would stop every colony becoming "find a bottleneck, spam turrets and mortars, profit".
* New biome type (maybe for a particular "game type") of death world. Taking a leaf form 40k, the flora and fauna are all harmful to some degree so even getting a basic colony going is much harder but your survivors soon become a hardened band. Give everything an attack radius, make plant types that are carnivorous etc.
* Ammo. I'm in two minds about this. Right now I think infinite ammo makes things too easy but would worry that adding in ammo would introduce needless complexity. Overall I think it'd be a benefit and even if it's cheap and easy to make, the fact you need to make some and manage a supply (especially for your turrets) will help make defence a challenge & a focus.
Another higher level concept could be to make the game a variant on Swiss Family Robinson. Rather than have the end-goal be to escape or bust, your survivors could have a hidden attribute - namely, whether they want to escape or actual grow to love their colony and want to stay.
If you move the orbital communication platform WAAYYY back in the tech chain (and be harder to build), the long term goal is not so much "build a starship" but "build a signal flare to attract attention". This could also be the trigger than sees higher-tech pirates aware of your presence. Instead of orbital trade, your survivors are found and can be rescued - their hidden attribute is revealed and those who want to leave go but some of their rescuers find the wild frontier life appealing and choose to swap places. Factoring in relationships/romance, you can have some incredibly difficult choices when a couple choose to split, or someone who wanted to leave stays for the sake of their new family.
This also then means the game has even more longevity/open-endedness. Some of your colonists who survived years of living on the edge make it away to safety and you can be happy they escaped. New faces have arrived who may or may not integrate smoothly and you base transforms into a colony and again into a small town.
The ship building option changes from being "escape" to unlocking trade with vessels in orbit - after all, you need to get the goods to them somehow, and having a powered, repaired ship and a landing pad (more facilities to add/research/build) will give you more options.
With your new found wealth, facilities and people comes the threat of pirates and invasion though. Your fortified town and population will be a ripe target you will need to defend...
I realise some of these are varying levels of easy to do integration and may even be existing ideas but as I say, I'm new to the forums and simply wanted to share some ideas.
Agreed with 1st point, thing is, can we start off with no weapons whatsoever? You could grab a tree log and start off...
2nd point Defenses are supposed to be cracked, the AI needs to be updated with more ways to siege than mortars ie. continuous waves of attackers, make it the new Stalingrad.
3rd point Maybe. Randy might send mechanoids at your 3 dudes but I think the first responders would be natives since they are most perplexed by "things falling from the heavens".
Higher tech pirates *might* have detected the crash and the 3 pods though.
Apex predators, predators, alpha wolves... the problem with them is that right now, the end result would be predators raiding you, the game just cant handle it atm...I think.
Domestication is maybe a good idea but since confining wild chickens is a bad idea due to stress and being "cooped up"... No.
Unless, of course, you buy livestock from orbital traders or smth, an animal that is used to being around humans.
Bots and stuff *REQUIRE* a AI computer core. It's too risky to do such a thing in lore.
The low tech units would need a casus belli to siege you or attack you so if they came after you, you must have been renegade to them.
What could possibly make them believe that you are a god when they were descendants of the spacers? They know who and what you are and you are most certainly not a god.
(At least until you fire energy weapons and vaporise their projectiles with personal shields etc...
Pirate scavengers would not even bother to attack you, they would just leave to find a building more abandoned.
They would have less stuff than pirate raiders since they scavenge from destroyed colonies and not meant to do combat with one.
Traps. There was once an explosive charge that could be detonated manually as a trap / mining etc It's gone for good reason
(being able to kill 20+ raiders who stacked up in one square is OP)
There are mods for traps other than the charge anyways.
errata tech resources, bench upgrades.
When a lot more content (more than this game plus all the mods currently compatible atm) times 5 (especially weapons and a need of weapons stockpile)
Different armor types, 3 times more of Project Armory, fleshed out power generation from solar, wind, water, thunder, heat, uranium, cold fusion, electromagnetic energy extractor...
Then let's talk about weapon caches n stuff.
New biome type. MORE LIKE NEW PLANET TYPE!!!
Let's try: surviving in an half-mined asteroid.
Surviving on mars equivalent.
Surviving on ocean world (floating waste islands.)
Surviving on glass marbles (post-nuclear holocaust)
Surviving on derelict ship
Surviving on star energy harvester (mass effect power gen station)
... Basically, avoid this for now until the dev got time.
Ammo? Make an ammo mod that rewrites all weapons to treat burst shot count into clipsize that causes firing on dead bodies just to empty clip stop, reload and shoot other target.
Homemade ammunition would require lead/metal for firearms, wood for darts, arrows etc.
Would make boomerang an asset in time. :D
edit: too much work, derp.
Maybe having a ship is not all, maybe it would instead be used to ferry supplies about, make a space station and ultimately do something mankind could not do yet.
Asteroid mining.
Make a new world, make it be space, have empty space like ocean, can't "land" on, make asteroids that has uranium or metal or granite etc.
I probably talk rubbish.
The more supplies you have, the greater raids will be.
Built assets do count as raid size increase incentive.
Build up your ship only to find that would-be traders are pirates and are trying to take over the ship.
End result, initialise a new instance of rimworld, ship spawn in space and your colonists defend your ship in ship boarding combat.
If you can take over enemy ship, kudos to you, if you die off, ship gets removed from game, obvious fate of colonists.
If you capture enemy ship, +1 to ship fleet, both would need more crew.
Nice try, you have still much to learn. Good job on the post too.
Don't know if this has been suggested, but here goes.
A automatic switch option for sunlamps. During those desperate times when you're farming outdoors and don't have enough power for the sunlamps, sometimes you got to keep them off during the day and only turn them on at night. Why not have an option for them to turn themselves on and off during the night and day?
Quote from: prancingfox on January 05, 2015, 06:13:09 AM
Don't know if this has been suggested, but here goes.
A automatic switch option for sunlamps. During those desperate times when you're farming outdoors and don't have enough power for the sunlamps, sometimes you got to keep them off during the day and only turn them on at night. Why not have an option for them to turn themselves on and off during the night and day?
I would love a priority system for power that we could fiddle with. So say, my batteries are at 75% capacity, I can set the luxury items to shut down to conserve power (like the workstations). At 50% the lights go off. 25%, the sunlamps and hydroponics. Once we're out, bye turrets. Odds are, we're dead :(
I usually do this all manually, but my god it's tedious.
I made suggestion already,but what about dying clothes or armor?
I would love it if colonists that just randomly join your colony asked to join first. Then, there could be added events associated with allowing or turning away outsiders.
- One event could be that the person you turned away is furious with you, so they (alongside their once friendly faction) decide to declare war on you.
- Another could occur when accepting them. You decide to bring them in, but oops. They're infected with an unknown illness. After two days of treatment, you manage to determine what the illness is. It can either be malaria, flu, plague.. or, a chance that the new colonist was a host for massive carnivorous worms who immediately erupt from the poor new colonist's chest and commence an attack on your colony from within.
Quote from: MikhailBoho on January 05, 2015, 07:47:09 PM
- Another could occur when accepting them. You decide to bring them in, but oops. They're infected with an unknown illness. After two days of treatment, you manage to determine what the illness is. It can either be malaria, flu, plague.. or, a chance that the new colonist was infected with massive space worms, who immediately erupt from the poor new colonists chest and attack your colony from within.
That made me wet with thought about a rimworld Alien(s) reenactment. Although you'd probably need fog of war to get it right.
Imagine you accept the wandering fool. A few days later he starts feeling ill, so he is sent to the medbay. Sometime later, an alien erupts from his belly and vanishes into your colony, just as your loose the vision of the dead newcomer. Uops, where is the alien now? It still lurking around, you organize a party to hunt the disgusting thing. Do you split up? Pair up? Let it go thinking the thing is gone? Suddenly the entire economy halts while you pursue your ghostly foe.
Then it might be hours or days before the beast leaps onto an unsuspecting colonist, only this time it's a 12' beast with lighting fast reflexes and acid for blood. Heck yeah.
That sounds exciting! I would love the game to have a form of fog of war so that tension building events like that could be possible. If not a permanent effect, the fog of war could be attached to the foggy weather which happens periodically?
Either way, the game definitely needs same alien creatures to hunt the poor human colonists.
The Ability to section Home Regions, so everyone can maintain their own "District" without interference from other colonists
(e.g. Darkeye and Leystrat live in Section 1 while Johs and Grim live in Section 2)
What about boots and gloves? I think it's silly that my colonists are walking barefoot through the snow.
- Boots could also affect walking speed on certain materials.
- Using low quality boots or gloves in winter should cause frostbite. This would be difficult to treat and you might end up having to amputate limbs.
I saw in the changelog that apparel now has durability. It would be great if durability would decrease dramatically when shot at. This would make the clothes you strip from corpses much less valuable and make crafting more important for survival, especially in winter biomes.
Here are some more cheap ideas:
- Claustrophobe and agoraphobe traits.
- Bonuses when wearing matching clothes (like 100% synthread).
- A leather fetish trait ;)
When you prioritize a job, if it's more than 50% complete (ie building a wall) then have them finish it before moving onto the next task.
Quote from: fluffy_543 on January 06, 2015, 06:12:02 AM
What about boots and gloves? I think it's silly that my colonists are walking barefoot through the snow.
- Boots could also affect walking speed on certain materials.
- Using low quality boots or gloves in winter should cause frostbite. This would be difficult to treat and you might end up having to amputate limbs.
I saw in the changelog that apparel now has durability. It would be great if durability would decrease dramatically when shot at. This would make the clothes you strip from corpses much less valuable and make crafting more important for survival, especially in winter biomes.
Here are some more cheap ideas:
- Claustrophobe and agoraphobe traits.
- Bonuses when wearing matching clothes (like 100% synthread).
- A leather fetish trait ;)
Then it goes without saying that apparel can be patched/ repaired so that when the only parka around wouldn't be a shot up parka that is useless regardless of what u do with it.
The ability to switch from melee to firearm (or vice versa) in the middle of a fight.
a way to toggle roof view to see where there are holes in the roof
a way to project or draw sunlamp and trade beacon area's to help in building rooms to accommodate them
-A "prioritize eating and sleeping" button.
-Make it so crops can "go wild" and grow randomly on the map. Animals who eat these wild crops have a chance to get a taste for them and prioritize eating them.
-Thieving visiting npcs. They show up as friendly but then steal something, turn hostile and try to run away.
-Killed Enemy stats on a per-soldier base.
-non centering hotkeys (,.) for selection soldiers.
I would like to see pockets of creatures added to the mountain ranges and a chance for mining mountain tiles to spawn creatures (maybe jungle scarabs or a new predator?). Something that will act as a deterrent from starting an initial mountain base before your colony is prepared for a few fights.
Also, organs should spoil if not refrigerated. No more heat-wave kidneys!
Probably these have been suggested before, in that case consider this additional support.
* Wall vents and/or ventilated doors. Temperature and possibly light can move through them, but for purposes of private bedrooms, they count as barriers.
* Stockpiles can be checked to allow colonist self-equipping and swapping of equipment. Colonists without a weapon or garment will help themselves. If the stockpile allows it colonists can also upgrade to a better garment or weapon. Of course the difficulty is that weapons don't have an unambiguous hierearchy of superiority.
Quote from: fluffy_543 on January 06, 2015, 06:12:02 AM
I saw in the changelog that apparel now has durability. It would be great if durability would decrease dramatically when shot at. This would make the clothes you strip from corpses much less valuable and make crafting more important for survival, especially in winter biomes.
You've nailed the exact reason apparel has durability now :)
I'm desperate trying to balance the absurd economy that appears when you're killing dozens of raiders.
the ability to trade colonists with other players in some way :)
so we can catch them all :P
What about adding some new weather effects and overlays? New weathers themself wouldn't be hard to make since they still follow the same concept all the way through. This just adds new combinations of weather. It's like when you have, for example, four overlays, then you have 4*3*2*1 different weathers to make. But problem is that some are not realistic in any way and needs to be cut out. New weather effects, sounds and overlays would be quite amazing.
*Cheap Ideas*
1) Muffolo / Boar / Other Large Stampede
- Instead of just 1 or 2 wild animals going on a rampage, lets try 5-20?
2) Track record for last injury / how many kills (synergy for bloodlust?)
3) New trait(s): Psychic/Telepathetic (barely, normal, blessed)
-Greatly improves manipulation and gives a (small) happiness boost to anyone near, but the mental break threshold is obnoxious high, they'll need to coddled and well protected from the dangers of the rim to be of any use. Flip shit when psychic drone happens.
3b) Claustrophobia trait
3c) Agoraphobia trait
4) Tribesman riding Muffolos into battle
- With spears of course!
4b) Tribesman Horde Assault
- All tribes on the planet that you're not allied with attack at once in a massive assault (generating upwards of 100 soldiers). Primarily melee troops.
5) New (predatory) animals
- Wolves, Bears, Crocodiles, Foxes
6) Domestication
- Able to farm muffolo and other animals for milk / leather / meat.
7) Prioritize self eating / Rest button
8) Windows / Other ventilation (help with temperature control)
9) Water mill electric power
-Built primarily using wood and some metal. Highly inefficient, but cheap on metals, can only be built on shallow water tiles.
Quote from: spyker92 on January 08, 2015, 08:15:16 AM
7 ) Prioritize self eating / Rest button
8 ) Windows / Other ventilation (help with temperature control)
I know there already two mods for 8 but still... We need them!
Two more suggestions:
- Add a "only rotten-corpses" Option for the crematorium. It's quite annoying if you have to watch your ppl to slaughter the fresh corpses and burn the old ones.
- a "Strip-before burn" Checkbox for the crematorium (or a option to avoid the burning of dressed corpses)
Could you modify mortars so that they target the largest cluster of enemies instead of the closest ones? Recently had a single raider break away the from a pack of +30 and before I forced their autoattack, my mortars blew out a few walls in my killbox because of the Rambo raider.
I don't entirely know how to remedy this but, playing on Challenge difficulty Randy, I have ended up with around 1000 packaged survival meals on my map (with 410 already in my stockpile). Having so many meals from raids kind of trivializes meal production late game and removes those "but what if we lose power and starve" moments.
Edit: One more observation. Doctors feed injured colonists if they're hungry, even if healing them and getting them out of bed would be significantly quicker than hand-feeding them first.
Add operation>lobotomise.
I have some regular Jack Nicholson prisoners that need a lesson.
Layers, it might take longer than 4 hours to code so that the map generated can allow several layers of a map, say caves going down hill too a deeper location, DF does this pretty good and you need to do it latter on, I am not sure if this is a plan for the game development so far, but it would allow for things like trapdoor floors where you have a hallway with pistons that are up when you aren't being attacked and down when you are. It would allow for some interesting base designs like a kill room with a bunch off Insane Muffalo and have them trapped a layer down with a piston/drawbridge so you can make people fall down there and feed them to your "Pets". Also a single man raid where a person joins your colony but is actually a member of a hostile faction and is coming to sabotage say your food stores in the winter, or to kill someone after a while. Once they have killed or done the sabotage the event that reveals a traitor occurs and they are forced into being shown as a enemy, your job is to then kill or capture them, if you capture them then you can either convince them into joining or go onto your comms console and trade them to the hostile faction for resources ( of your general choice ), or for a free relation increase by just releasing them for free.
Give resources a density value.
This has already been half implemented with the stack size of gold etc.
Dense materials stack higher but pawns carry less, vice versa for sparse materials.
OH! Another Idea for Tynan, add a button in the dev console that ends any general events, like Solar flare or Heat/cold snap because a solar flare timed with a small raid and only 1 non-incaped colonist = losing garented or freezing to death on a ice-sheet with a cold snap+solar flare, just add a tab with it to end specific events. ( And possibly add a timer to that tab saying how long until it ends.)
Quote from: Tynan on January 08, 2015, 02:45:59 AM
I'm desperate trying to balance the absurd economy that appears when you're killing dozens of raiders.
Toning down the thing where you get 50 raiders with a colony of 10 might be a good start.
Ability for idle colonists to 'read a book' or 'play chess' or some other idle task.
They seem to create a fair amount of lag when wandering around, not as bad as when they are cleaning though.
Quote from: Tynan on January 08, 2015, 02:45:59 AM
Quote from: fluffy_543 on January 06, 2015, 06:12:02 AM
I saw in the changelog that apparel now has durability. It would be great if durability would decrease dramatically when shot at. This would make the clothes you strip from corpses much less valuable and make crafting more important for survival, especially in winter biomes.
You've nailed the exact reason apparel has durability now :)
I'm desperate trying to balance the absurd economy that appears when you're killing dozens of raiders.
Give them a better survival instinct.
The player can't loot what runs away.
Smaller raids and less turrets?
Unforbid selection tool
Don't know if it's cheap, but at least you may consider these at some point later :)
* Allow assigning specific pawn to a workstation, so others don't take it's place. And if pawn got a time for a crafting job, it first checks assigned workstation(s) and then go crafting other stuff if assigned ones are not available for any reason;
* Option in crematorium to either burn corpses as is or auto-stripping them first right before burning.
** Mass unforbid/selection unforbid - it's a pain clicking through every item after the massive raid...
** Allow designating hauling tasks to normal items, not only chunks, so one can order pawns to quickly cleanup specific area instead of waiting 'till they'll haul those few chunks half a map away;
** Allow designating specific area for prioritized cleanup, so pawns with cleanup tasks enabled will clean selected area as a high priority job;
** Implement FIFO/LIFO (and an option to choose between the two) for construct/mine/haul/etc orders. Very often there's a situation when you need those damn walls and/or turrets ASAP, but builders go elsewhere to build that stupid floor... And you have to click "prioritize" for every sneeze they make or cancel ALL other build jobs! You prioritize for blueprint, then you prioritize AGAIN for a project, then for another hauling, and then for the actual building process! This is extremely frustrating. With LIFO they'll do your latest order first, with FIFO - well, it's default behaviour atm i guess. And that leads me to the most important rant...
*** When you prioritize some task (like prioritizing building a wall, a turret, or an GT generator), make pawns work on it until it's totally complete without switching for other construct jobs after every two damn pieces of steel hauled. The most annoying aspect of the game so far.
* Allow specifying priority for crafting stations: when you have 2 crafters and 5 jobs on different workstations - there should be a way to prioritize 'em - one would need iron from slag more than a cloth from cotton, and parka crafted more than stone blocks cut.
* Same goes for construction tasks;
* Uranium powered powerplants & "refueling" mechanics (crafting without crafter?).
* Add coal as a mineable resource & coal/wood fueled powerplants;
* Rename steel to iron & add steel as a result of smelting 2 iron + 1 coal;
* "Oil geyser", eats power, needs crafter, provides plastic. Plastic + steel = plasteel.
* Implement ores maybe?..
* Gold/silver sink is dramatically needed. Jewelry. Decays (wears out) with time. Add happiness based on durability level. Wears our pretty fast (one year for silver, one season for gold?)
* Burrows ;) Basically, a button to order all pawns outside Home Zone to stop all tasks, retreat to Home Zone and don't leave it until threat level is cancelled.
* A Flamethrower ;D
(now some really cheap ones :D )
* Window: acts as sandbags, keeps heat and room integrity, looks like a glass, provides some beauty.
* Torch: light source, no heat, lasts a week or two.
* "Keep open" function for a doors.
* One way door.
* Spike trap. Wooden, steel (iron), plasteel variants. Unpowered, wears out with use (one-time use maybe?).
* A Lunch. During lunch hours if a food is found in the nearest 20 blocks - go grab some and eat on the way, with no stopping.
* Option (a hotkey?) to completely hide/show power cables.
* We have a hotkey to bring up the "Architect" menu, but I've found no hotkey to switch between categories... Hm?
* A power lever/switch to easily cut off sections of the power grid.
* Powered moveable walls. Powered = up, unpowered = lowered.
* Colored cables maybe? For easier powergrid logistics.
* Brain implant for fixing brain injuries, with AI Core as main ingredient.
* Temperature balancer/heat vent for centralized heating/cooling while keeping privacy.
* Manned turret: child of sin between mortar and a turret: manned, low rate of fire, no cooldown, costs a hell lot of resources (a few thousands of steel maybe?) and need a lot of power to function;
* Make parka also lower MaxConfortableTemp: if you feel fine in -45 in it, it should be heartstroke-hot in +15.
** & *** are most critical ones, I think...
Can you add a pop-up that says "If I continue mining here/if I deconstruct this, the roof is bound to cave in! - Proceed?" whenever the player is about to cause a cave in (with an option to disable it for the pros that no what they're doing)?
some i thought of last night
storage boxes that have predefined space like 1 box holds 4 to 8 garments
or Armament boxes each can hold 4 times the same weapon
when you click on it a screen loads a la Ultima where you see a surface with the items on it ready to interact with
traps like team rocket makes in pokemon:
- a pit trap to slow down or knock Unconscious the assailant
- gas grenades with sleep gas
Slight modification of the bill "Do until X" option (I know recipes with special products will never be able to use this option).
Currently, recipes which have multiple predefined output products cannot use the "Do until X" option.
The game should only watch the first output product.
In term of code, in RecipeDef.CanUseTargetCount, replace this:
return this.specialProducts == null && this.products != null && this.products.Count == 1 && this.products[0].thingDef.CountAsResource;
by this:
return this.specialProducts == null && this.products != null && this.products[0].thingDef.CountAsResource;
After my second day of play...
More contextual menu options. This seems easier than moving through the menus. For instance, if I want to prioritize an unmarked chunk, there are a bunch of key presses or clicks required. Wouldn't it just be nicer to to right click and select between:
* mark for hauling
* prioritize hauling
And when I'm prioritizing a job, it's good that it tells us somebody else is working on it, but we should still be able to give that job to the pawn we originally intended without first diverting the pawn that already had it.
Also is there any reason we need to claim part of preexisting walls before dismantling them? Where's the benefit? Is there a reason for haveing an ownership mechanic when there's a home zone?
People have asked for a unforbid selection tool to clean up after raids, but perhaps it would be simpler to have any items that fall in the home zone to be unforbidden from the start?
Traps! For catching animals for butchering or like pitfalls and cave-in traps!
Quote from: Tynan on January 08, 2015, 02:45:59 AM
Quote from: fluffy_543 on January 06, 2015, 06:12:02 AM
I saw in the changelog that apparel now has durability. It would be great if durability would decrease dramatically when shot at. This would make the clothes you strip from corpses much less valuable and make crafting more important for survival, especially in winter biomes.
You've nailed the exact reason apparel has durability now :)
I'm desperate trying to balance the absurd economy that appears when you're killing dozens of raiders.
Tynan - I think you're trying to fix the wrong issue - the late game economy issues aren't the problem - the ease at which dozens of raiders can be murdered is the problem. This issue is, IMO, mainly caused by the fact that they run like lemmings into the breach - over and over - like in DF.
My suggestion is you make raiders more likely to run when they take heavy losses quickly - and have each hostile faction keep a simple threat heatmap - and have raiders avoid areas where there have been lots of kills. If a door is blocked by a really hot spot, they attack a wall/vent/etc somewhere else. Killrooms will get less effective as they get used more against a particular faction, but new attacking factions will fall into the same old traps for a while.
(That totally doesn't fit in the cheap suggestions though)
I'd like to see a toggle-able "Mountain Above" overlay - so I can tell if where I'm digging is going to get me sky (and I can build solar).
There are a whole bunch of things in the mods that really should be standard code - vents, etc. Start going through those.
Every time a colonist gets injured/etc, they drop their weapons and that weapon is marked as forbid, and then you manually have to re-equip them. Fix that.
I'd like to see some sort of non-electric power source - some sort of fuel. Heat pumps (coolers) are drastically more efficient than (electric heaters) in real life - but almost useless for heating in very cold temperatures - where alternate fuels are generally used. (IE, I've got a heat pump and a pellet stove in my house - the pellet stove takes the brunt below freezing)
Ductwork
An easier way to kill/deactivate 100+ mechanoids.
Melee is crap lol
If you go into the incapacitated mech's health tab you can add an operation to shut it down. It's prioritized as repairing and you don't have to micromanage drafting pawns.
Reinforced conduits that are are as strong as stone walls, so that they don't die on one mortar hit. Maybe a plasteel coating, or a research project... or both?
Also, from what I can tell colonists prioritize construction jobs in the roughly the order they were first placed. I would love it if I could be able to set specific (or a huge group) of constructions as low priority or high priority. With this, I could for instance set rebuilding destroyed conduits that has left half of my colony in darkness as a high priority construction while setting the expansion to our walls for a new storehouse as a low priority one. Right now, I have to cancel the low priority construction or lock my colonists in the area I want them to build the high priority one in, but that can be pretty tedious.
I'd like to see a "ventilation grate" type of construction added - made of steel and providing some level of resistance against the entry of an attacker (not as much as a steel wall, but at least some), while allowing outside air through mostly or entirely unimpeded. The main usefulness of this would be to be able to construct ventilation ducts/shafts/passages within one's base that are ventilated with outside air (in order to run air conditioners deep inside the base, for example), without also requiring such shafts to be a completely open entry point to the base for any attacker.
That would be the cheap version. Going just a wee a little further, one could differentiate between cheap, unpowered grates which only allow a percentage of outside air in, and more expensive, powered grates (i.e., with fans installed) that require a connection to electricity but provide more complete ventilation with the outside air.
Here's one, simple fix; make colonists not eat survival meals first. They should stockpile those for food shortages, not eat them when they could be eating home-made boiled potatoes.
Also, please make it so you can trade anything on the map if you have a single trade beacon, but your colonists would have to carry it there.
Quote from: Mystic on January 10, 2015, 12:30:44 PM
I'd like to see a "ventilation grate" type of construction added - made of steel and providing some level of resistance against the entry of an attacker (not as much as a steel wall, but at least some), while allowing outside air through mostly or entirely unimpeded. The main usefulness of this would be to be able to construct ventilation ducts/shafts/passages within one's base that are ventilated with outside air (in order to run air conditioners deep inside the base, for example), without also requiring such shafts to be a completely open entry point to the base for any attacker.
That would be the cheap version. Going just a wee a little further, one could differentiate between cheap, unpowered grates which only allow a percentage of outside air in, and more expensive, powered grates (i.e., with fans installed) that require a connection to electricity but provide more complete ventilation with the outside air.
Why making this, when you can make shaft and just make one tile w/o roof on the end of it?
Quote from: BokaliMali on January 10, 2015, 04:27:31 AM
If you go into the incapacitated mech's health tab you can add an operation to shut it down.
I'm serious when I said 100+ mechs, adding that many shutdown bills sucks big time.
Incapped mechs can be targeted for hunting, but the pawns dont actually go 'hunt' them. Maybe adding them to the hunting list could work.
If you give the order to build a conduit under a wall, have it become a conduit wall.
Quote from: Zilch on January 10, 2015, 07:00:40 PM
Quote from: BokaliMali on January 10, 2015, 04:27:31 AM
If you go into the incapacitated mech's health tab you can add an operation to shut it down.
I'm serious when I said 100+ mechs, adding that many shutdown bills sucks big time.
Incapped mechs can be targeted for hunting, but the pawns dont actually go 'hunt' them. Maybe adding them to the hunting list could work.
I would like it if when you double click and select all mechs in an area, you could add the shutdown bill to all of them at once from that selection. The same option should be available for forcing an attack from multiple turrets and mortars.
Small tradeoffers from friendly neighbouring tribes would be nice. Also, the ability to loan them pawns for a month or two for different projects like harvest, building etc. This affects their stats but they are unavailable during the period.
Here's a real cheap ones:
In the overview the hunting tooltip reports the relevant skill as the *average* of melee and shooting. But the average skill is not relevant, and masks the preferability of pawns with one of those skills very high and the other very low.
The overview should rate pawns on hunting either according to the high test of those two skills, or the one that corresponds to their equipped weapon.
I would love it if visiting pawns would sometimes steal stacks of silver from you. No pop-up or dialogue. They just walk straight into your storehouse and if you're not paying attention, they grab some for themselves and take it home with them.
Quote from: Eleazar on January 09, 2015, 11:56:42 AM
After my second day of play...
More contextual menu options. This seems easier than moving through the menus. For instance, if I want to prioritize an unmarked chunk, there are a bunch of key presses or clicks required. Wouldn't it just be nicer to to right click and select between:
* mark for hauling
* prioritize hauling
Agreed. OP, This is currently available through the EdBInterface mod, which is super sweet.
QuoteAlso is there any reason we need to claim part of preexisting walls before dismantling them? Where's the benefit? Is there a reason for haveing an ownership mechanic when there's a home zone?
OP, this is primarily so that enemies can land and build fortifications.
Quote from: tom_kazansky on January 07, 2015, 03:56:38 PM
-Killed Enemy stats on a per-soldier base.
-non centering hotkeys (,.) for selection soldiers.
Quote from: A_Bandit!!! on January 11, 2015, 08:35:46 AM
Small tradeoffers from friendly neighbouring tribes would be nice. Also, the ability to loan them pawns for a month or two for different projects like harvest, building etc. This affects their stats but they are unavailable during the period.
Quote from: Eleazar on January 11, 2015, 11:07:08 AM
Here's a real cheap ones:
In the overview the hunting tooltip reports the relevant skill as the *average* of melee and shooting. But the average skill is not relevant, and masks the preferability of pawns with one of those skills very high and the other very low.
The overview should rate pawns on hunting either according to the high test of those two skills, or the one that corresponds to their equipped weapon.
Seconded!
My Mini-Suggestion is: Add a range indicator on the fertilizer pump. So that we know how much it will convert.
Also, we should be able to mark doors for Prisoner use so that they can have an outside yard as well. (Prisoners are people too)
Fertilizer pump is being cut next update.
Against certain backgrounds, the pawn pathing line is visually identical to the power cables.
Can you change that-- perhaps making the pathing line yellow?
Maybe we could have zones that restrict movement, like no movement or passing through, or firefight zones, where colonists aren't allowed to step while combat is taking place.
Quote from: UnassumingWhiteGuy on January 10, 2015, 07:20:43 PM
If you give the order to build a conduit under a wall, have it become a conduit wall.
That is already a thing, the wall just dose not become a "Conduit wall" it still acts as one thiugh
I never really understood the point of conduit walls. What advantage do they have over ordinary walls with conduits built over them?
They are from when you couldn't build conduits and walls in the same cell. At the moment, they are just two building jobs in one. So instead of building a wall and a conduit, they both get built at the same time
Maybe the cheapest idea here, give colonist a mood boost on their Birthday! And maybe even a small gift of giving them +1 to their highest skill level.
an infrared view of the map to see heat and cold :)
Quote from: kasimirtlw on January 13, 2015, 04:41:21 AM
an infrared view of the map to see heat and cold :)
This would actually look very cool and be useful as well.
Quote from: kola777 on January 13, 2015, 01:57:57 AM
Maybe the cheapest idea here, give colonist a mood boost on their Birthday! And maybe even a small gift of giving them +1 to their highest skill level.
Seconded. Also, a trait that alters the moodmodifier for sleeping in the same room as someone else. Some people are just really social and would like bunkbuddies
EDIT: Ability to lock doors open to transfer heat would be nice
Another idea or two, I think it wouldn't be too hard to have turrets benefit from low cover. (It would be a little silly if they could fire out of high cover, unless it was at some kind of angle, but that's not as cheap as an idea I bet.) Having a mannable normal-esque turret would be neat too, even if it wasn't too special.
Quote from: kola777 on January 13, 2015, 01:57:57 AM
Maybe the cheapest idea here, give colonist a mood boost on their Birthday! And maybe even a small gift of giving them +1 to their highest skill level.
Make it a negative boost if they're a pessimist, Lol.
Meh...add a craft station priority similar to stockpile priority. I want to be able to have my cooks prioritize butchering over crafting meals or tailoring over stone-cutting.
Also, add a 'rotten' flag to the Crematorium bills. Currently the only way to dispose of rotting corpses that hunters fail to bring back is hauling or burial manually. If you set the 'animals' flag for a bill in the Crematorium to burn them then they fight over fresh corpses that are ready to be butchered. It would be nice if you could set it to only target animal corpses that are rotten.
Quote from: kasimirtlw on January 13, 2015, 04:41:21 AM
an infrared view of the map to see heat and cold :)
...and I really want to have such filters for beauty (which I could get from dev-mode, but its not perfect tool) and fretility (which I just can't get how it works in dev-mode. what means "report fertility). And maybe show roofs and/or rooms must be accessable for players w/o dev-mode using.
Quote from: Kaelent on January 13, 2015, 11:16:20 PM
Meh...add a craft station priority similar to stockpile priority. I want to be able to have my cooks prioritize butchering over crafting meals or tailoring over stone-cutting.
Also, add a 'rotten' flag to the Crematorium bills. Currently the only way to dispose of rotting corpses that hunters fail to bring back is hauling or burial manually. If you set the 'animals' flag for a bill in the Crematorium to burn them then they fight over fresh corpses that are ready to be butchered. It would be nice if you could set it to only target animal corpses that are rotten.
This! +1
*Bathrooms
*Showers
*More Combat equipment (assault vests, plate carriers, load bearing equipment) (these can have benefits for the combatants wearing them)
*More firearms (modern please)
*Backpacks
*Domesticated Animals
*More ways to carry stuff from point A to Point B (carts, backpacks, Muffilo, cars?)
*Fishing
*A more detailed Casualty management system (see my other post in alpha 9/10 suggestions)
*A way to control bigger regions on the world map
Great work so far!
Thanks
Minaraho
Made a mortar thread which should be pretty simple to implement, but thought I'd put it here too:
Mortars use shells as ammo source, place hopper connecting to mortar and dump shells in hopper.
Spotting system for mortars, making friendly mortars more accurate within a set amount of tiles around friendly pawns (Ideally M-24 range minus 5-10 tiles). Possibly make tech item for pawns to equip to extend radius of spotting to safe ranges.
Add in a circuit breaker that can be toggled to allow or not allow electricity to flow through.
I'd imagine that's what the switch added in the newest changelog does.
Isn't the switch per item? A c-breaker would affect everything in line past it
Quote from: Johnny Masters on January 15, 2015, 10:48:01 PM
Isn't the switch per item?
The changlog doesn't say that. And why would you need a switch that just does one item?
QuoteAdded power switch donated by Haplo (greatly simplified, without auto-switching functions).
A per-item switch would be rather silly since you can already turn off individual electronics by selecting them and hitting "Toggle power".
Quote from: Evelyn on January 16, 2015, 12:15:32 AM
A per-item switch would be rather silly since you can already turn off individual electronics by selecting them and hitting "Toggle power".
Change notes state that to toggle power a colonist would need to walk out to the object in question and manually turn it on or off. I'm guessing switches will allow you to do that from a remote location instead. Like a bunker with switches for all your turrets.
"TO THE KILL ROOM!"
If we're making bunkers or security rooms then what about walls with gun ports/windows? Current high cover gives a firing arc from the side they peak from, but you can be flanked easily behind the single wall piece unless you forfeit the other side with another wall or use sandbags which is silly and gives low cover. Gun port/windowed walls would allow full frontal degree firing arc and allow better side cover as you could position colonists directly behind 3 full walls instead of a single wall. Trade off would be you can't fire too far to the side from obviously facing straight forward.
What about flash bang explosives that stun/disorientate humanoid enemies?
Traq dart/stun guns that leave bruises and drop consciousness of the target?
Fire extinguisher weapons that speed up putting out fire and instead of beating the fire shoot foam/water/retardant at the fire.
Single use foam grenades that do the same thing putting out fires in an area they are thrown. (Starting to HATE fires)
The ability to manually order colonists to put out fires without having to set the area on fire as a home zone. (stupid STUPID boomrats).
Alphabeaver style event but with carnivores hunting the other animals in the zone and eventually going after your colonists?
This might be pretty easy to implement; I'm not sure.
Any real life organization has "managers", people telling other people what to do. Highly skilled managers make other people more productive, lower-skilled managers make people less so.
Perhaps some colonists with nothing better to do but talk to people could give them a work bonus when they talk, based on their social skill. It could be a use for Nobles; they're accustomed to telling people what to do.
Batteries generate heat, and heat increases battery efficiency. Or not. Depends on what the batter is composed out of. But they should get hot.
Power Lines should produce heat too.
An option to force doors open.
Allow clothing to be gather in stacks.
Quote from: MrWiggles on January 18, 2015, 03:30:35 AMAllow clothing to be gather in stacks.
Not only clothing, but it would be nice for equipment in general to save space. Equipment racks could be used for this actually if they change it to have some sort of 'storage' ability to it. Each slot in the rack allows a stack of that good to be stored there.
Not something that fits under the 'cheap changes' though since I think it would require a bit more programming to get the ability to select an equipment to use from a stack. Especially since they are going for individual quality and durability values for each article of clothing and weapon so they are less persistent.
New Trait: Nutrient Paste Lover
This Pearson grew up on Nutrient paste and therefore have a very odd taste palate. They gain a happiness bonus from Nutrient paste meals and will prioritize them over all other meals and get a negative happiness effect from cooked/packaged meals.
Can only be on a Pearson who grew up on a Urbworld, Glitterworld, Hive world or pretty much any of the industrial worlds that would make sense to have nutrient paste dispensers.
Hater of Nutrient Paste: This Pearson grew up on fine and lavish meals and gets a negative bonus from any thing other than Fine meals or Lavish meals, can only be given to a character that grew up to a rich family, Nutrient paste makes them vomit.
Germophobe trait:
This place is filthy. It's a breeding ground for germs. This makes me unhappy.
So many sick colonists. I hope what they've got isn't contagious.
Is that blood? Whose blood is it? Does it harbour infectious bacteria? Could we get a cleaner in here?
:)
Don't know if this one's been mentioned before or not, but: Facial hair for male's sprites, randomly assigned just like head hair is generally (with a special focus on gloriously-groomed moustaches).
How about lightning does brain damage. For example numbness, depression. Etc
Big head mode.
Do it. You know you wanna (and i may have already..)
Something that I just remembered from a while ago:
If you call for help or help arrives by themself, make the appearing pawns go to the same location as the raiders do, so that they actually do some fighting.
I had it that a group appeared with the message that they wanted to help me and then they went to the other side of the colony, as far away from the actual fighting as they possibly could.. :)
Quote from: Haplo on January 20, 2015, 06:36:51 AM
Something that I just remembered from a while ago:
If you call for help or help arrives by themself, make the appearing pawns go to the same location as the raiders do, so that they actually do some fighting.
I had it that a group appeared with the message that they wanted to help me and then they went to the other side of the colony, as far away from the actual fighting as they possibly could.. :)
"We got your back!!"
Yeah this needs some fixing =P
the worst is when you pay all your reserves to them for sending aid
not only they send two monkeys equipped with like banana and a sledgehammer
And then they still have the nerve to not even go where the combat is.. or even camp around the highest value target for the raiders or anything
and if you're extremely lucky they mite spawn on the same side of the map as the enemies ;D
Quote from: Mihsan on January 10, 2015, 05:54:49 PM
Quote from: Mystic on January 10, 2015, 12:30:44 PM
I'd like to see a "ventilation grate" type of construction added - made of steel and providing some level of resistance against the entry of an attacker (not as much as a steel wall, but at least some), while allowing outside air through mostly or entirely unimpeded. The main usefulness of this would be to be able to construct ventilation ducts/shafts/passages within one's base that are ventilated with outside air (in order to run air conditioners deep inside the base, for example), without also requiring such shafts to be a completely open entry point to the base for any attacker.
That would be the cheap version. Going just a wee a little further, one could differentiate between cheap, unpowered grates which only allow a percentage of outside air in, and more expensive, powered grates (i.e., with fans installed) that require a connection to electricity but provide more complete ventilation with the outside air.
Why making this, when you can make shaft and just make one tile w/o roof on the end of it?
Sometimes the goal isn't to get rid of the heat, but to just move it. The hole in the roof only allows you to equalize an area with the outside. Vents would allow you much cleaner HVAC layouts, and would allow you to possibly weaponize heat. (Ducts would be better though)
The door propped open with a rock is just so hackey.
Nerf research! ::)
Seriously though, seems like research skill shoots through the roof compared to, well, everything else and amazingly quick as well. With the amount of research skill gained just by a x1 guy, I can only imagine it being even more crazy with someone with a higher passion for it. Seems like the skill gain from researching could easily be reduced significantly, or the target numbers set higher.
nominate colony leader, +2 (maybe 3) global mood boost. If he/she dies (and she/he will to that finger infection) -5 mood penalty for 10-20 days or something similar.
infiltrators, so those pesky friendly visitors could sabotage power lines and production equipment (with some sense that not 50 guys running around your colony starting fires and making mess, maybe limit to 1 npc)
I would love to see colonists auto change clothes based on weather/hate/like etc...
This would only be for base clothing as why would you want a colonist that never fights to be wearing the armor that should be worn by the hunters/soldier colonists.
You can see pants on a colonist. As is you can only ever see the shirts/armor/jackets, and not the pants. I am tired of looking at a colonist who only has on pants and thinking that they are naked. Just like the bottom 1/5 of a colonist being the color of the pants would be great, and much more aesthetically pleasing.
Quote from: BattleFalcon on January 21, 2015, 05:13:00 PM
You can see pants on a colonist. As is you can only ever see the shirts/armor/jackets, and not the pants. I am tired of looking at a colonist who only has on pants and thinking that they are naked. Just like the bottom 1/5 of a colonist being the color of the pants would be great, and much more aesthetically pleasing.
+1 - I agree that it would be fine to merely add a belt and use a fill tool for the pawn below the belt, matching the material color.
I'd consider making stone buildings much more time consuming to build and stronger, or conversely, wood less time consuming and weaker. The idea is that the choices and investments in one over another should be more stark.
Another idea, consider water (precipitation or terrain) being a factor for crops in addition to soil quality. I know this is more difficult to code, but at present I wish there was more competing incentives for choosing a colony site on the world and site maps.
Walls with built-in objects. Built-in lights, for example.
Lure - built with some sort of food near the edge of the map to increase the chances of animals appearing.
More levels of Bionics. Instead of just going peg-leg->prosthetic->bionic the game could have a number of levels of bionic equipment with increasingly higher cost and bonus.
In the same avenue, complex medical operations like amputations, organ removal and application of cybernetic limbs should really have a skill limit.
Quote from: Sartain on January 22, 2015, 05:52:25 PM
More levels of Bionics. Instead of just going peg-leg->prosthetic->bionic the game could have a number of levels of bionic equipment with increasingly higher cost and bonus.
In the same avenue, complex medical operations like amputations, organ removal and application of cybernetic limbs should really have a skill limit.
In regards to the operations, in A9, there will be a chance of a surgery failing, most likely based on skill level.
Hi, first post. See this is a popular thread so I figured I'd add my two cents so far:
- Add a suspend button on growing zones, so you can leave the zones around in winter without having the growers waste time trying to plant stuff that dies from frost.
- Some graphical feedback on the comms console when there are ships around? just a dot or a square color coded somehow would be useful for instant info about traders.
- If a neutral faction's soldier gets incapacitated by a third party and you try to save him, you'll currently become enemies with his faction, even if you release him afterwards. I'd probably suggest either have him leave the map give you a bonus and cease hostilities, or some rescue function for neutrals.
Quote from: Norseman on January 22, 2015, 07:34:36 PM
- Add a suspend button on growing zones, so you can leave the zones around in winter without having the growers waste time trying to plant stuff that dies from frost.
- If a neutral faction's soldier gets incapacitated by a third party and you try to save him, you'll currently become enemies with his faction, even if you release him afterwards. I'd probably suggest either have him leave the map give you a bonus and cease hostilities, or some rescue function for neutrals.
These two have already been fixed for the next release, except for the growing zone, the colonists are simply smart enough not to plant what will likely die that night.
Quote from: BattleFalcon on January 22, 2015, 07:08:38 PM
Quote from: Sartain on January 22, 2015, 05:52:25 PM
More levels of Bionics. Instead of just going peg-leg->prosthetic->bionic the game could have a number of levels of bionic equipment with increasingly higher cost and bonus.
In the same avenue, complex medical operations like amputations, organ removal and application of cybernetic limbs should really have a skill limit.
In regards to the operations, in A9, there will be a chance of a surgery failing, most likely based on skill level.
Yeah, I noticed I missed that in the changelog. Looking forward to it.
The game should let you know when your colonists are being attacked when they're not drafted, and the colonists should automatically fight back if they're not drafted. It's really annoying to lose colonists to a squirrel or something when you don't notice it.
Quote from: Ronin90 on January 23, 2015, 09:37:48 PM
The game should let you know when your colonists are being attacked when they're not drafted, and the colonists should automatically fight back if they're not drafted. It's really annoying to lose colonists to a squirrel or something when you don't notice it.
+1
Force "eat" option
> you've a selected a colonist and right click simple meal.
> select consume/eat
> would force cannibals to eat human meat meals while everyone else eats normally.
This seems like a big thread, suffice to say i didn't read all 100 pages so not sure if it's been suggested before.
But something i would like to see is the ability to set research prerequisites for recipes. ( for modding purposes )
Quote from: Ironvos on January 24, 2015, 01:42:49 PM
This seems like a big thread, suffice to say i didn't read all 100 pages so not sure if it's been suggested before.
You can already do that, look at the glitter tech mods code to figure it out. I think you need to ask before you can dissect the mod though.
After the player releases a prisoner or the prisoner flees, either way, if he successfully escapes the map, he might tell his buddies a tale about the awesome/terrifying treatment while he was imprisoned.
Following message might appear after some days have passed: "John, Sailor made it successfully back to his base. He tells his comrades everything about your awful/awesome hospitality. (your relation with the big Whales has decreased to {some lower/higher value})"
This would be a welcome alternative way for the player to naturally alter relations to enemies, in times of monetary tightness and endless raids.
Turning manning the mortars during a siege into a job that colonist can do when not too busy
They could quit the job automatically to eat and sleep when necessary
I'm not sure if this was mentioned before, but a simple idea I've really wanted: Prison Doors.
All they'd need to do is allow prisoners to interact with them, and make the rooms on both sides of them into prisoner rooms. They couldn't be placed unless both sides of them are rooms, which would avoid any complications related to prisoner AI when dealing with the outdoors, but a roofless room could be used to relieve prisoners of their "cabin fever".
The reason I want this:
-No more prisoners insane from cabin fever!
-Prisons could actually be set up like small houses: dining rooms, walk-in storage, etc.
-Prisoners could have social chats with each other and their own rooms!
It's a small thing, but this one item would make the game much better!
Smarter sieges; Snipers should patrol the edges of the group to prevent a lone colonist sniper to be able to take the entire siege out.
Just registered here to say a few things I think could really make the game more enjoyable! I really think it's quite good, the reason I even do this is because I obviously have some faith in the game.
But, I've noticed I tend to lose interest with my colony after a while. One of the key requisites for me in these types of game is the ability to create a safe, balanced place where my people could live in peace and happiness. But in order to create that story I need more things that stimulates my fantasy than there is currently. I think the traits is a great idea btw, and a lot of storytelling can be created through roleplaying a bit with them.
But a simple thing would also be to create a sense of belonging. Atm, when someone's house/room is very small and crowded they dislike it while there but then it goes away. The same thing happens when it's big and beautiful. But in reality, if you have a small terrible home that is going to affect you the whole day and vice versa, so i think there should be something like "My house is lovely +15" or "I have a shitty house -15" etc. that does not go away. That would increase the point of making nice homes for people.
Furthermore, on the same thought although a bit harder to implement, would be to have general feelings about the colony as a whole. If there is a lot of turrets around "I feel safe +10" or "I feel unsafe -10" if it is beautiful "My colony is beautiful +10" etc etc etc. I think you get the general idea here. I realise this might be fairly complex things to properly integrate into the game, but a simplified version (if someone exploits it fine, you play games like these for your own pleasure) I don't think would be to difficult to create, I don't know.
I would also love to see an elaboration of interactions between colony members. Love and jealousy, fear, respect, hatred, so forth. An empath with a deep social skill/need, how would they interact with a sociopath? Of course, the layers can be made extremely thick, but I would like to see some recognizable bonus if you for example have a colony where everyone is friendly or vice versa, personality homogeneity might give a bonus or a negative or perhaps both (less people want to carry stones and shit) bonus (but they are happy).
Maybe this is all in your plan! For me to make me wanna play the game over and over again there would need to be rewards for making life for my people good, and I don't want to have the space ship actually. I want to create a balanced society that life in peace and prosperity. Of course I understand that you don't even come close to their budget, but one of the things that europa universalis 4 does so right is to have a very harsh, potentially lethal world, but if you play the game carefully and deliberately, you can become so powerful that nothing can touch you. And once you do that, you feel like you fucking earned it and you revel in the glory. Glory man, I don't want to flee my colony, I want to revel in it's glory!
Edit: also, I just remebered, it would be great to be able to have a feast of sorts. If you're really in balance and stuff, have a party where you invite other clans! You have to have food and perhaps you could implement alcohol as well!! If the food is plenty, the alcohol to, and you have a blasting time, it would be bonus like "Great fucking party man!!! +20" that would drop by a point each day +19 +18 etc. And also, and here comes the good part, you could invite a fellow tribe over, perhaps as a way to broke for peace... and then murder them all in their sleep!!!!!!!!! Red wedding-way! Stuff like that man, with the very potent combat system in place, would make this a great game with infinite re playability.
Quote from: Toshiro on January 26, 2015, 05:06:32 PM
Just registered here to say a few things I think could really make the game more enjoyable! I really think it's quite good, the reason I even do this is because I obviously have some faith in the game.
But, I've noticed I tend to lose interest with my colony after a while. One of the key requisites for me in these types of game is the ability to create a safe, balanced place where my people could live in peace and happiness. But in order to create that story I need more things that stimulates my fantasy than there is currently. I think the traits is a great idea btw, and a lot of storytelling can be created through roleplaying a bit with them.
But a simple thing would also be to create a sense of belonging. Atm, when someone's house/room is very small and crowded they dislike it while there but then it goes away. The same thing happens when it's big and beautiful. But in reality, if you have a small terrible home that is going to affect you the whole day and vice versa, so i think there should be something like "My house is lovely +15" or "I have a shitty house -15" etc. that does not go away. That would increase the point of making nice homes for people.
Furthermore, on the same thought although a bit harder to implement, would be to have general feelings about the colony as a whole. If there is a lot of turrets around "I feel safe +10" or "I feel unsafe -10" if it is beautiful "My colony is beautiful +10" etc etc etc. I think you get the general idea here. I realise this might be fairly complex things to properly integrate into the game, but a simplified version (if someone exploits it fine, you play games like these for your own pleasure) I don't think would be to difficult to create, I don't know.
I would also love to see an elaboration of interactions between colony members. Love and jealousy, fear, respect, hatred, so forth. An empath with a deep social skill/need, how would they interact with a sociopath? Of course, the layers can be made extremely thick, but I would like to see some recognizable bonus if you for example have a colony where everyone is friendly or vice versa, personality homogeneity might give a bonus or a negative or perhaps both (less people want to carry stones and shit) bonus (but they are happy).
Maybe this is all in your plan! For me to make me wanna play the game over and over again there would need to be rewards for making life for my people good, and I don't want to have the space ship actually. I want to create a balanced society that life in peace and prosperity. Of course I understand that you don't even come close to their budget, but one of the things that europa universalis 4 does so right is to have a very harsh, potentially lethal world, but if you play the game carefully and deliberately, you can become so powerful that nothing can touch you. And once you do that, you feel like you fucking earned it and you revel in the glory. Glory man, I don't want to flee my colony, I want to revel in it's glory!
Edit: also, I just remebered, it would be great to be able to have a feast of sorts. If you're really in balance and stuff, have a party where you invite other clans! You have to have food and perhaps you could implement alcohol as well!! If the food is plenty, the alcohol to, and you have a blasting time, it would be bonus like "Great fucking party man!!! +20" that would drop by a point each day +19 +18 etc. And also, and here comes the good part, you could invite a fellow tribe over, perhaps as a way to broke for peace... and then murder them all in their sleep!!!!!!!!! Red wedding-way! Stuff like that man, with the very potent combat system in place, would make this a great game with infinite re playability.
Alcohol's already in the development change log for alpha 9.
My cheapest idea: implement EdB Interface and EdB Scenarios as part of the core game. These two mods so drastically improve the game without actually changing the balance of the core mechanics. I would really enjoy if Scenarios development became a sub-segment of the modding community...
QuoteJust registered here to say a few things I think could really make the game more enjoyable! I really think it's quite good, the reason I even do this is because I obviously have some faith in the game. (SNIP)
I agree with all of your points in principle, although I think their decent implementation will be more than just a cheap fix. There are a few good threads on how to improve the mid to late game, and plenty of mods to try and enrich the research/development pacing (which I hope Tynan is following - some good ideas within).
What if the rainy weather had the ability to clean the terrain. For example, you survived a bloodshed and then you have to clean the floor, but what if the rain could do it for you then? Is it water and for what is water used to? to clean! Exactly!
Simple one that might've been mentioned in here before (I mentioned it in another thread earlier and realised 'hey, that actually sounds really cheap!' so thought I'd put it here too).
When a colonist hauls a corpse, have them strip it first (as part of the same task). That way, you don't end up burying/cremating precious armour and bionics because you forgot to strip that one corpse manually.
Quote from: monkeystyxx on January 27, 2015, 09:33:52 AM
Simple one that might've been mentioned in here before (I mentioned it in another thread earlier and realised 'hey, that actually sounds really cheap!' so thought I'd put it here too).
When a colonist hauls a corpse, have them strip it first (as part of the same task). That way, you don't end up burying/cremating precious armour and bionics because you forgot to strip that one corpse manually.
Yes please. That would be very useful after sieges of 30+ units.
How about this: a new zone designation - the "leisure" zone. All it would do is designate where colonists go when they're idle, but it would help with all sorts of problems with idle colonists going where they shouldn't.
Quote from: shade88 on January 25, 2015, 10:36:27 PM
I'm not sure if this was mentioned before, but a simple idea I've really wanted: Prison Doors.
All they'd need to do is allow prisoners to interact with them, and make the rooms on both sides of them into prisoner rooms. They couldn't be placed unless both sides of them are rooms, which would avoid any complications related to prisoner AI when dealing with the outdoors, but a roofless room could be used to relieve prisoners of their "cabin fever".
The reason I want this:
-No more prisoners insane from cabin fever!
-Prisons could actually be set up like small houses: dining rooms, walk-in storage, etc.
-Prisoners could have social chats with each other and their own rooms!
It's a small thing, but this one item would make the game much better!
I like this.
An actual cheap idea, would be to be able to help a knocked out person from a friendly faction. As it is now, I have to choose between capturing them or letting them die and take the hit from it.
Quote from: Toshiro on January 29, 2015, 08:12:36 AM
An actual cheap idea, would be to be able to help a knocked out person from a friendly faction. As it is now, I have to choose between capturing them or letting them die and take the hit from it.
January 9 Change Log Note: "You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative."
Jackets should allow pawns the same cold resistance as parkas. I shouldn't have to explain why.
Quote from ( Re: What do you want in alpha 9/10? )
Quote from: GlassDeviant on January 28, 2015, 09:59:29 PM
Minable sand, and sandbags made from sand + cloth.
Quote from: StarBlazer on January 29, 2015, 08:57:54 PM
Hm..not exactly sure whats cheap mostly cause I never developed anything but Muffalo stampede? A few muffalo's got spooked and startled their herd and they head for your colon.
*Chortle*
The perils of that 'y' missing could be a rather painful suggestion
Quote
Also when you build a Trade Beacon, a stockpile spawns in its radius automatically just for ease.
I feel that I recall seeing somewhere that that has finally become a thing.
Hey Tynan. Good work on the game so far, Love it. I'll just shoot some ideas from time to time.
Here's one
How about a way to make it so you can take the roofing off of caves? For instance, say there is about a 20x20 rock. Once mined away, bits and pieces of the roof will collapse, but pieces will remain. Sometimes, a huge cave in happens (this literally killed my entire colony early on). Now i have no problem with the collapse. I have an issue determining when this will happen, or when just the roof collapses, as well as getting rid of that little bit of roof. I tried the No roof zone, but that didn't seem to work. Think you can fix this somehow? If you need anymore clarification for what I am trying to say let me know.
QuoteHow about a way to make it so you can take the roofing off of caves? For instance, say there is about a 20x20 rock. Once mined away, bits and pieces of the roof will collapse, but pieces will remain. Sometimes, a huge cave in happens (this literally killed my entire colony early on). Now i have no problem with the collapse. I have an issue determining when this will happen, or when just the roof collapses, as well as getting rid of that little bit of roof. I tried the No roof zone, but that didn't seem to work. Think you can fix this somehow? If you need anymore clarification for what I am trying to say let me know.
I think the game mechanic is based on the fact that it is more or less impossible to remove the "roof" of a cave - as this implies removing the entire mountain.
Quote from: Kagemusha on January 29, 2015, 10:23:50 PM
Quote from: StarBlazer on January 29, 2015, 08:57:54 PM
Hm..not exactly sure whats cheap mostly cause I never developed anything but Muffalo stampede? A few muffalo's got spooked and startled their herd and they head for your colon.
*Chortle*
The perils of that 'y' missing could be a rather painful suggestion
Talk about Anal Anihhiliation.
Backpacks. We need backpacks. Not quite sure if this fits in as a cheap idea, but...
Two things, one i think it would be interesting to see when raiders come to attack that they try to steal your stuff like food and whatnot that you have lying around. This could add a new threat from the raiders. Secondly, why not add being able to go and attack your enemies homes to the game? If it is a war they want, it is a war they shall get. Go and kill them on their own ground so to speak.
Sorry if its previously been suggested but I'm too lazy to read through 109 pages on this thread. Anyway, CHEAP suggestion: Allow YOUR colonists to carry a meal with them in addition to whatever else they have or are carrying (whether its a weapon or chunk). This can be very useful both for trying to deal with raiders that are waiting before attacking or setting up a siege (generally engaging them with your fighters means your fighters will be away from home base for almost a whole day, during which they'll get hungry and cranky from being hungry, but relieving them to go all the way back to base and then bringing them back to the fight is a long absence from the fight and yet the attackers have the advantage because all their guys carry their own food with them) as well as for hauling or mining things far from home base. Granted, you /can/ do work arounds by, say, setting up a one-tile high-priority stockpile if you have good haulers who aren't too busy to carry food out to your attackers/remove miners/etc., but would be simpler for the player to let them carry their own meals (might be nice if there could be an optional toggle to allow these carried meals to count toward the 'make until you have X' totals the same as if they were in a stockpile zone). even not knowing programming, I know this would be easy because the code is already there, given visitors already can carry their own meals and it would decrease some tedium and frustration for the player. It also adds to the notion of there being a home field advantage for defenders, they should not have a supply disadvantage because attackers can carry something around for their own use at the same time they attack or build embattlements, but players can't.
Also, in case things are getting too easy for the player: Let siege-building attackers also build turrets to help protect their construction and sieging. Maybe not quite as simple as allowing colonists to carry food, because I know you'd have to add in AI to figure out optimal placement for turrets, and maybe -- if you really wanted to put the squeeze on (maybe for harder levels) create algorithms for the AI to figure out how to build good 'kill zones' that would prevent the player from sniping their turrets. Though that would also require they build power generators, so ... maybe too complicated.
Quote from: StarBlazer on January 30, 2015, 08:22:22 PM
Quote from: Kagemusha on January 29, 2015, 10:23:50 PM
Quote from: StarBlazer on January 29, 2015, 08:57:54 PM
Hm..not exactly sure whats cheap mostly cause I never developed anything but Muffalo stampede? A few muffalo's got spooked and startled their herd and they head for your colon.
*Chortle*
The perils of that 'y' missing could be a rather painful suggestion
Quote
Also when you build a Trade Beacon, a stockpile spawns in its radius automatically just for ease.
I feel that I recall seeing somewhere that that has finally become a thing.
There is a mod for it,but would be nice if it was in the game.
*Looks through the change log* It
is.
Viewing the changelog should be mandatory before posting on this thread.
Quote from: Evelyn on January 31, 2015, 08:57:01 PM
Viewing the changelog should be mandatory before posting on this thread.
Definitely. I've seen way too many recent posts asking for a feature that's already in the changelog.
Not sure if it's been said yet; but take over some of the mods in return for credit and a peppercorn payment (IE $1) to those modmakers willing.
Tynan does that some, but he's careful about feature/scope creep and keeping the coding from getting messy. The current wind turbine in game is based on Haplo's wind turbine mod, for example.
I also notice a changelog addition is a current option in a mod.
Maybe a cheapy or not.
1. Spreader doesn't need removal does it? Here are some addition options. Pick your poison :)
a: They need to be constantly powered while used indoors to avoid the ground reverting to it's original state.(I know I know it's not really a "cheapy")
b: Maybe just a simple research adjustment? Unlocks along with Hydroponics or an addition research option named "Advanced farming methods" with both involved? This is easy and it should serve the purpose while still offering the player choice and choice is mmmm gooooddd. If people wanna us it instead of the faster growing hydroponics then... heck more power to them right?
c: This one likely isn't a cheapy ether but it's probably how it should work if you want a more realistic take on it. It works ONLY as fertilizer which increases the growth speed of plants inside it's working radius. Doesn't work on hydroponics. If you want to grow inside it's hydro or hauling dirt from outdoors+lamp+spreader to keep the soil growable. Very much not worth the time to even bother using indoors then.
d: If you must remove it then at least share the code/script for it as a modding resource so it's not a complete waste of work.
Regardless, I just hate to see them removed because of the wonderful sound they make AND it's the only method of dirt placement outdoors and I really enjoy that feature ;D.
2. And here's a little somthing that needs some tlc which I'm sure you where planning on adjusting eventually. Maybe after all other combat items where implemented?
<skillNeedFactors>
<li Class="SkillNeed_Direct">
<skill>Shooting</skill>
<reportInverse>true</reportInverse>
<factorsPerLevel>
<li>0.50</li>
<li>0.70</li>
<li>0.80</li>
<li>0.90</li>
<li>0.93</li>
<li>0.95</li>
<li>0.96</li>
<li>0.965</li>
<li>0.97</li>
<li>0.975</li>
<li>0.98</li>
<li>0.985</li>
<li>0.9875</li>
<li>0.99</li>
<li>0.991</li>
<li>0.992</li>
<li>0.993</li>
<li>0.994</li>
<li>0.995</li>
<li>0.996</li>
<li>0.997</li>
</factorsPerLevel>
</li>
</skillNeedFactors>
Wondered why shooting skill didn't seem to do anything... 90% shooter at rank 3? Just saying needs a little work and didn't want you to forget about it haha. Evening this out will also allow you to make guns just as accurate as they deserve without unbalancing things.. Only your top shooters would be OPish with very accurate guns anyways. That's reasonable isn't it? Would also make you think twice about picking up that useless slave with nothing but shooting skills. Not to mention even more of a reason to use some melee.
<factorsPerLevel>
<li>0.50</li>
<li>0.60</li>
<li>0.65</li>
<li>0.70</li>
<li>0.75</li>
<li>0.80</li>
<li>0.82</li>
<li>0.84</li>
<li>0.86</li>
<li>0.88</li>
<li>0.90</li>
<li>0.91</li>
<li>0.92</li>
<li>0.93</li>
<li>0.94</li>
<li>0.95</li>
<li>0.958</li>
<li>0.966</li>
<li>0.974</li>
<li>0.982</li>
<li>0.998</li>
</factorsPerLevel>
Here, 90% rank 10 seems more reasonable. Giving a lowly rank 5 shooter a submachine gun.... spray and pray. Yea, accuracy would need to be brought into line on the guns but that's a cheapy change and so is this shooting skill change :)
Had to add another because late game can get a bit dull and eventually lacks in the challenge department. Maybe a giant Siege Mech for late late game that can crush even granite with little effort but has nothing but a melee attack, maybe limited shielding, and it's buddies to help support it.
This mod below really deserves a look. It may need a bit of ballancing but I think it would make a wonderful addition because it not only looks fitting but it's a completely different threat that requires different tactics. Don't see how anyone would complain about the addition with a little balancing.
https://ludeon.com/forums/index.php?topic=9221.0
Been using it sense the first release and I'd guess that the 1.1 version is what you'd want. It's just the basic lil guys added. And if I remember correctly they'd be more than happy to donate it.
Hey Tynan,
Thanks for an awesome game! Here's my cheap idea:
Could you create an early game flooring that doesn't require steel, wood or a tech (such as Stonecutting) so I can quickly and cheaply put floors in my first buildings, create simple walkways, etc. Maybe a cobblestone using rock chunks?
Here are some other thoughts:
1. Double-wide doors (because I like my underground corridors two-wide)
2. This has probably been mentioned but I don't think I saw it on your changelogs, but could you create vents or someway we can keep bedrooms cool without installing power-hungry cooling units in all of them?
3. This may not be cheap but could you tell miners and growers to haul a load of goods back with them when they go back to base to eat/rest? Especially miners, as I find myself sending them further and further away to get iron but they leave massive amounts behind because they go from mining to resting.
Thanks for your consideration!
Hey Tynan,
Thanks for an awesome game! Here's my cheap idea:
Could you create an early game flooring that doesn't require steel, wood or a tech (such as Stonecutting) so I can quickly and cheaply put floors in my first buildings, create simple walkways, etc. Maybe a cobblestone using rock chunks?
Here are some other thoughts:
1. Double-wide doors (because I like my underground corridors two-wide)
2. This has probably been mentioned but I don't think I saw it on your changelogs, but could you create vents or someway we can keep bedrooms cool without installing power-hungry cooling units in all of them?
3. This may not be cheap but could you tell miners and growers to haul a load of goods back with them when they go back to base to eat/rest? Especially miners, as I find myself sending them further and further away to get iron but they leave massive amounts behind because they go from mining to resting.
Thanks for your consideration!
Quote from: Phos Hilaron on February 07, 2015, 01:16:59 PM
Hey Tynan,
Thanks for an awesome game! Here's my cheap idea:
Could you create an early game flooring that doesn't require steel, wood or a tech (such as Stonecutting) so I can quickly and cheaply put floors in my first buildings, create simple walkways, etc. Maybe a cobblestone using rock chunks?
Here are some other thoughts:
1. Double-wide doors (because I like my underground corridors two-wide)
2. This has probably been mentioned but I don't think I saw it on your changelogs, but could you create vents or someway we can keep bedrooms cool without installing power-hungry cooling units in all of them?
3. This may not be cheap but could you tell miners and growers to haul a load of goods back with them when they go back to base to eat/rest? Especially miners, as I find myself sending them further and further away to get iron but they leave massive amounts behind because they go from mining to resting.
Thanks for your consideration!
as far as the double wide doors, you CAN place two or more doors side by side (note do not put MORE than 9 side by side or will get a cave in due to doors not supporting the roof(this has been available since a7).
I also would like the pawns to carry when tavelling either to or from work
http://i.imgur.com/QfXYSRm.jpg
Tesla Coil
Basically electric turret. Portable version is also nice.
Torches. Portable light source and act like a club which deal fire damage. Should still work when ordered to be hauled or thrown onto ground. If left unsupervised on the ground, might burn things around self.
Chance to strike upon crypto caskets (and automatically open them) when mining.
EDIT: Happiness bonus for staying within a certain temperature. Like 23-26 celcius.
EDIT2: Occasionally create raid precaution/foreshadow events which tell whether or not the colony will be attacked and why. Some examples:
"One of your colonists noticed some tribemen in the distance. They were pointing at your solar panels and made rude gestures."
"x spotted some pirates scouting on top of a distant cliff. Based on the direction of their binoculars, they were eyeing your stockpiles"
"The comm console somehow managed to intercept chats from raider. They seem to like your open base."
"The outlanders are opening calling for mercenaries to pay is a favour!"
"A trader ship sent us warnings regarding a business of mechanoid ships heading toward the planet!"
"As the smoke continued, some people from x came to watch for some times from a distance, then left". <- raid abandoned cause the colony took too much damage.
It's probably been mentioned before, but how about a notification (like the 'food is low', 'need growing zone', 'mental break imminent' ones) when a colonist is under attack?
Maybe that way I'll notice when my best colonist (great doctor, fighter, researcher and warden with power armor early in the game) gets his neck snapped off by the only remaining insane turtle before it's too late.
It was funny as hell, but also quite frustrating since it only happened because I didn't notice and the guy didn't fight back or run.
See this nearly once a day. We didn't do this because of balance reasons. Whether it's from mods or whatever it seems to all boil down to too much money and traders being a bit to "friendly" or the fact that there is no item wear/decay which you're working on anyways but in the meantime....,
Cutthroat Traders
Lower paying, higher priced traders. They are pretty mean the way it is but until loot is brought under control, it's not nearly mean enough. At least for somewhat experienced players even on the hardest difficulty which doesn't seem to have a bearing on traders regardless. Course I've yet to play on anything less than challenge.
These have probably been posted before but i like them
A guy joins your colony. The problem is, he is wanted. A bountyhunter with a posse hails you, giving you the option to either hand him over or face the consequences. Bountyhunter is well armed and tough.
Ransoms! When a pawn is captured, you can bargain for his life with the tribe responsible. Some pirates attack only to wound and capture pawns. When they get one they stop attacking, capture the poor guy and run. Upon return pawn is traumatized, possibly hurt.
^
^
^
Forget everything I ever suggested. I want those instead ;D
Considering parts of what he said is already done.
Sorry if to complex - think of this as one simple idea, that can branch out! I am tired of being invaded, I want REVENGE! I want more enemy bases on the map, and I want to be able to be the INVADER! Pre-gen'ed bases! Drops podding in. Up-gradable drops! looting! Kidnapping! EATING THE HEARTS OF YOUR ENEMIES! wait... i think that's a little much o:
Quote from: Delete_Repeat on February 13, 2015, 01:20:30 PM
*SNIP* EATING THE HEARTS OF YOUR ENEMIES! wait... i think that's a little much o:
Yesssss. YESSSS! LET USSS EAT THEIR FACES AND THEIR HEARTSSS! WE SHALL EAT THE FOOLISH MEATSACKS AND SLAUGHTER THEM IN THEIR SLEEP! (Translated from Mantic)
An explosive charge to take down walls.
Raiders should run up and plant it then move back before it blows.
Great ideas in this tread!
Mine super easy:
More traits to make exponentially less probable the same pawn to be in the game.
I can think there could be a trait for each variable in the game.
some examples:
Light/dark lover: has a buff (morale or speed movement) by being in dark/brightly light. And an opposite trait, why not?
Insomniac: wakes up at 80% of his rest
fast metabolism: colonist's food bar drops faster than normal
vegetarian: has a morale debuff if eats meat
sociopath: has slight debuff proportional to the number the member of the colony. And its opposite trait as well.
gregarius: no debuff for sharing bedroom
Particular material lover/hater: slight morale buff/debuff if wearing a garment made of a certain material.
Particular skill lover: like the green thumb, slight buff when doing his favourite job.
Particular skill hater: slight debuff if does his hated job.
Sexist: debuff if talks to opposite sex.
And all the other you can think of.
The point, as said, is to add even more variety keeping the game balanced as it already is.
Insomniac: Wakes up randomly through out the night, takes longer gain rest.
Vegetarian: Prefers to eat meals without meat ( Will seek out meals without meat ) If no vegetarian meals are available they will eat a meal with meat, but gain a happiness debuff (10-15) for eating the meal if it only has meat (If it is Potatoes, Berries and Muffalo meat they will only eat a portion of the meal; therefore only filling the hunger partway)
Tynan,
I got another idea. I think it would be fairly cheap. Could you implement a "stay in home-zone" command? Sort of like the command used to recruit units but instead it keeps them from leaving your base. Funny story about this:
Twice in my last game I wasn't paying attention and one of my colonists wandered into the camp of a besieging group of pirates. Both times I rescued the colonists only after they had been badly wounded by the pirates. Both of them have broken spines. So I have two totally immobilized colonists that are living in my hospital because I don't have the heart to euthanize them!
A "stay in home-zone" command will allow me to ensure that my colonists stay near the base while there are hostiles on the map.
Thanks! :)
Add small mission/objectives/bucket list to each pawn. Individual character stats would show what it is they want to do in the new world.
Example: Hunt, find gold, meet a pirate, punch a muffalo, eat snake, travel 26.2 miles, ect.
Just little side stories that might improve their moods for a short period of time.
/\ +1 Maybe once all have been completed they gain a permanent mood boost? If they have severe head trauma then the list is reset to a new random set.
May not be cheap, depending on how far you want to program it, but a random event where hostile colonies have a "peace party" where they request a diner, etc in your colony. Basically, turn them neutral during a visit, they walk to your nearest dining hall (if you have one) and then leave. Gives a slight buff to their rep like releasing prisoners.
You could later do a less cheap version (?) where it's a trojan horse and they attack from inside your base or sabotage things (like batteries or power conduits, poison food).
Or, have a "spy" where an unannounced visitor (or announce them as a friendly colony as a ruse) dressed as another colony you are friendly with (not auto-attacked by turrets) does something similar like getting in the base and sabotaging something or simply arresting/kidnapping someone.
Worker/Natural Incident Report Suggestions:
Pretty cheap and simple to do (I bet).
*Forest Fire Incident
(A forest fire has been started. Extinguish it before it gets larger!)
=Spawns fires that consume a 3by3 block wide radius in an area with concentrated vegetation. Not applicable on player-made forests / farm lands.
*Mass Migration
([Travellers/A herd of (type of animal)] have [joined/migrated to] your colony.)
=Spawns a group of colonists/animals with 2-5 (for immigrants) and 3-10 (for animals) inhibitants. In the case of the immigrants, the incident case should be set to a rare scale to prevent massive build-up of colonists leading to a much easier game that might tend to become boring in the long run, or rather the opposite, so that the player might have a hard time feeding the colonists or building shelter for them, which might lead to alot of psychological breakdowns and 'deserting the colony' cases.
*Suicide Incident
(One of your colonists,(Name of Colonist), has given up on living.)
=Might be too harsh, but still, its life. Everytime a colonist reaches his mental threshold point or lower, the percentage of the incident will increase for that certain colonist. If activated, the certain colonist will die.
*Faction Gift Offering
(The faction (name of faction) has offered you a gift.)
=Spawns a random item/s in your stockpile with more advanced items having a rarer chance to be gifted. Has increased chance when your colonist/s celebrated their birthday. The chance rate stacks with every colonist who has a birthday that day and a day afterwards.
*Random Injury Incident
([Name of colonist] has injured his (leg/arm/hand) while working.
=Injures the colonists with a random injury in the leg/arm/hand while working. Only considered with the mining/constructing/crafting/growing/repairing jobs. Has 0% chance of happening if the colonist is not doing these sorts of things.
There are alot more I could give but these are the only incidents I should suggest for now to keep your burden light. Hope this is included in-game! Many thanks! 8)
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.
High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...
Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.
This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.
By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.
... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
Minefields. Just bring back the old mining charges, except set them to be slightly more powerful, proximity activated (like turrets, but much smaller range) and make them pretty expensive but very worth it to build.
Preset Defense posting. Add two buttons, one that lets you save the position your colonists are in when they defend, and another to send them immediately back to those when needed.
Quote from: giannikampa on February 14, 2015, 06:26:34 PM
fast metabolism: colonist's food bar drops faster than normal
Shouldn't that include faster healing and resistance to infections/maladies or something. A fast metabolism has it's pros.
Something for beginners:
Give the first time users an ingame help, that Temperate/Mountain is the best area for a first game.
(Ain't it?)
Maybe a difficulty indicator: Easy, Medium, Hard?
The building menu should show if and how much power is required for a structure.
Power required is also missing from the stats tab.
Mining support pillar: A simple construction (wood or metal) that keeps the roof from caving in, but doesn't create a home zone so that your colonists won't rush in to clean rubble from the mine.
Quote from: TrashMan on February 17, 2015, 04:54:57 AM
Quote from: giannikampa on February 14, 2015, 06:26:34 PM
fast metabolism: colonist's food bar drops faster than normal
Shouldn't that include faster healing and resistance to infections/maladies or something. A fast metabolism has it's pros.
I had the idea of much more traits after the game "darkest dungeon"; there your heroes get so many traits, some positive, some negative, the result is unique pawns every time you play.
Of course your thought is reasonable, I just trew some basic things, hope they msy become real soon as detailed and deep as possible.
Cannibal-specific diseases that spread through eating tainted food.
Non-cannibal colonists forced to eat human meat for too long a time will meet in the kitchen one day ("taking their meals at the same time"), revolt, kill the chef, go around killing all the willing cannibals, start destroying random non-walls, and then leave in a group for one of the other settlements.
This last one might take longer, actually...but I could (reasonably) see it taking ~ 4 hours, as the constituent parts are all there.
I still want my talking dogs and wood-burning furnaces/steam engines (Wood for electricity (poor), heat, and cooking food)!
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.
High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...
Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.
This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.
By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.
... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.
I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed. But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.
And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
Give us the Gravity Giants/Dwarves! Those shouldn't be teribly hard to implement (just don't have the giants be perminently weakened - given enough time, they should build up a normal level of muscle-mass).
Make some of the more advanced research require Research Schematics you have to buy before you can even research it. The research "metagame" requires a good deal of extension as far as I can tell.
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.
High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...
Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.
This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.
By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.
... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.
I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed. But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.
And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
I agree and disagree.
If you ever did manual labor being a little weakling, you will gain muscle, learn to handle objects better ways, etc. It's labeled "dumb labor", but you can always learn something new or gain physical strength.
The cheapest way to implement it would be hauler skill controlling how efficient they are. Like: hauler lvl 0 has a 0.1 walk speed and hauler lvl 10 has 0.5 walk speed and hauler lvl 20 has 1.0 walk speed. It would make sense as carrying heavy stuff would make you stronger/faster.
Also, this would penalize you for putting your doctor/cook/grower/etc as a hauler as they waste a ton of time. It would be brutal in the early game, but when you get that one hauler who is good at nothing else and can max out, it would be great. However, that would be assuming haulers would get a speed BUFF, and it doesnt seem right they move faster than normal when hauling and kinda broken if they can zip around at 2x speed when not hauler. Might be fair to make them 2.0x speed when not hauling but only 1.0x when hauling with 20 skill level but also seems weird that everyone would get super fast just from moving stuff around (like constructors hauling materials), but I guess it could get skilled up ONLY from hauling slag/chunks. You could get a super fast hunter/hauler.
Hmm... Or maybe just have a "body builder" trait that gets speed gain from hauling and his negatives would be he can't do anything but fight and haul.
painkillers, more types of alcohol, because i want to make Max Payne
Quote from: tommytom on February 18, 2015, 02:59:55 PM
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.
High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...
Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.
This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.
By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.
... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.
I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed. But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.
And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
I agree and disagree.
If you ever did manual labor being a little weakling, you will gain muscle, learn to handle objects better ways, etc. It's labeled "dumb labor", but you can always learn something new or gain physical strength.
The cheapest way to implement it would be hauler skill controlling how efficient they are. Like: hauler lvl 0 has a 0.1 walk speed and hauler lvl 10 has 0.5 walk speed and hauler lvl 20 has 1.0 walk speed. It would make sense as carrying heavy stuff would make you stronger/faster.
Also, this would penalize you for putting your doctor/cook/grower/etc as a hauler as they waste a ton of time. It would be brutal in the early game, but when you get that one hauler who is good at nothing else and can max out, it would be great. However, that would be assuming haulers would get a speed BUFF, and it doesnt seem right they move faster than normal when hauling and kinda broken if they can zip around at 2x speed when not hauler. Might be fair to make them 2.0x speed when not hauling but only 1.0x when hauling with 20 skill level but also seems weird that everyone would get super fast just from moving stuff around (like constructors hauling materials), but I guess it could get skilled up ONLY from hauling slag/chunks. You could get a super fast hunter/hauler.
Hmm... Or maybe just have a "body builder" trait that gets speed gain from hauling and his negatives would be he can't do anything but fight and haul.
Well, I happen to have done work like. I remember being quite intimidated moving pallets filled with bottle water 8 to 11 feet tall. @.@
But what you're mostly talking about, would better relate to a concept of Stats. Or maybe more generally, a concept of sub skills, that give synergy bonuses to other skills. And then these concept of strength, or endurance would apply to a lot more then just hauling.
New Trait; Taste for the Paste.
Gives a mood bonus for eating nutrient paste instead of a debuff.
It has to be called exactly that.
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed. But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.
And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
You are reffering to something like a volume/weight value to items? The lower the value, the more items a colonist can carry?
Or maybe something simpler. MAX STACK value which tells how many stacks of items X a colonist can carry.
Since colonists currently don't have a strength value, the mass of the items is irrelevant.
I pretty ideas to be included in the game
----------------------- First Idea --------------------------
A settler with skill medicine at least 10 points, can interact with a surgical table to
collect from a fresh corpse all parts intact and store them in a cold room.
A settler who has one or more broken parts of the body, can interact with the surgical
table to make you replace the broken parts.
the idea develops into parts that now you list:
1. Creating surgical table. 1x2 (obtainable through research)
2. A settler with skill medicine at least 10 points.
3. Use the table to dissect a dead body cool.
4. Bring the parts removed from a body in a cold room.
5. The settlers can interact with the surgical table
6. Use the table to operate settlers injured and replace broken parts.
----------------------- Second Idea --------------------------
A settler with the skill to build at least 10 points.
Can build a well with blocks of stone.
A settler who feels very hot can satiate the desire
going to drink at the well to get some relief.
the idea develops into parts that now you list:
1. Creating the well usually circular in shape 2x2. (obtainable through research)
2. A settler with the skill to build at least 10 points.
3. The settlers can interact with the well.
----------------------- Third Idea --------------------------
A settler with skill craftsman least 10 points.
Can repair and reprogram via Machining table only Scyther.
The Scyther reprogrammed, can recharge via Station Batteries Scyther
and can perform automatic configuration via "program table"
hunting, gathering and cleaning.
the idea develops into parts that now you list:
1. Creating Station Batteries Scyther 2x2. (obtainable through research)
2. A settler with the skill to build at least 10 points.
3. A settler with skill craftsman least 10 points.
4. Scyther reprogrammed can interact with the Station Batteries Scyther.
5. The Station Batteries Scyther requires energy to charge
6. The Scyther reprogrammed damaged can be repaired by the settlers.
I hope this can be useful and can improve the game.
Please let me know what you think about the ideas. If you excite or not.
I await your news
Hello and thanks
Christmas, new years, or RimWorld day: Every year on the same day (E.G. Dec 11th) Survival meals, silver, or gold are dropped on the trade beacon with a message "Merry Chirstmas", "Merry RimWould" or whatever is proper. If it can't be dropped on a trade beacon, it just gets dropped on the map somewhere.
--
Birthdays change mood:
Any character over 40 gets a mood drop on their birthday. Any character below 40 gets a mood boost on their birthday. Optimist characters always get a mood boost on their birthday. Pessimists always get a mood drop on their birthday.
A button in the trade window to mark all items to be traded would be nice.
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.
High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...
Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.
This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.
By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.
... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.
I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed. But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.
And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
I think it's reasonabe: the more experienced you are in hauling the more you can haul, and faster, maybe. It would reflect the strenght of the pawns. Of course difference between a level 1 and a level 20 should reflect reality so not more than twice/tree times the quantity and few percents drop in movement speed while carrying.
Probably not the cheap idea requested in this tread, but good, IMO.
With the tale-system now in the game, tombstones with a random tale from the dead colonist´s life complete with birthdate and time of death. Could probably use the sculptors table for making it. Right now there isnt any friendships or even basic relationships ingame, but it would be nice if colonists in the future would visit graves of friends from time to time.
EDIT: Right, this might be alot of work so forgive me if this is way to much work for nothing much. Aging of alcohol. You can store alcohol in a cool room , this effects its potency and also gives it a higher quality. This gives a small moodboost for the pawn consuming it, it also nets a higher price with exotic vendors.
You should be able to set prorities for haulers, so they will haul distant items first without rapid prioritizing or forbidding everything else.
You should also be able to forbid things just for haulers, so if you have e.g. a mined out mine (yeah...) next to a building site, they should't haul it away, but the builders should be able to build with them.
Hotkeys for objects (citizens, citizen-groups,buildings) similar to starcraft. CTRL+X=save X=select. XX =select and center.
Allow colonists to force prisoners into bed in order to provide them with medical treatment. Currently, they seem to only be able to heal prisoners when the prisoners aren't 'active', which is currently the number one cause of death for the interned.
Quote from: artemas on February 19, 2015, 01:26:56 PM
Allow colonists to force prisoners into bed in order to provide them with medical treatment. Currently, they seem to only be able to heal prisoners when the prisoners aren't 'active', which is currently the number one cause of death for the interned.
That and Trogo of the damned Trado of the Tree Tribe, whose apparent definition of 'leaving' is 'wandering around the prison attacking any prisoner who gets out of bed for any reason'.
:o Probably been Mentioned.... Changing the save location so we can have a self contained USB stick to run and play on any computer!!
:)
Please change the Orbital Trade Beacon to a tiny stockpile and revise the trade system so that it catalogs all available materials and items owned by the colony. With the recent implementation of the weathering of items that are left outside and the requirement that the OTB must not have a roof over it nor the items, it makes trading a real bother. Whenever I want to sell something, I either have to sell it right away or toggle a bunch of stockpiles and wait for items to be moved to the OTB's zone so that they may be sold. Rather, I think the Comms Console should allow you to sell anything you own and when you do sell something, it will trigger a hauling order that moves the selected items into a tinier zone around the OTB so that they may be sold. This would overall streamline the trading system and solve the issues that arise with the recent changes in Alpha 9. For example, it make it difficult to sell crops when they can be weathered and destroyed out in the elements. Whereas with my suggestion, I store the crops indoors, sell them through the comms console, then the AI hauls the required amount of crop to the OTB where it is transported and sold for Silver.
TL;DR: Make it so I can sell anything I own and when I sell it have it hauled to a tiny OTB zone where it is immediately sold for Silver. This is due to the recent changes where items left outside get weathered and destroyed. Thank you.
Quote from: Arsepayne on February 19, 2015, 02:05:17 PM
:o Probably been Mentioned.... Changing the save location so we can have a self contained USB stick to run and play on any computer!!
:)
+1000 this
If not be default (I understand the problems with NT6 and UAC), at least give a parameter to give it like --data /data/ to store the appdata settings to a (relative) folder. Not only for USB portablizing, but also to play the same saves from any logged in user (if that's what you want to do).
Quote from: artemas on February 19, 2015, 01:26:56 PM
Allow colonists to force prisoners into bed in order to provide them with medical treatment. Currently, they seem to only be able to heal prisoners when the prisoners aren't 'active', which is currently the number one cause of death for the interned.
I believe your problem is not having a bed set to medical. This gives them priority to go rest in it to be healed. Otherwise, the doc will only heal them until not incapped.
Hotkeys for the few toggles in the bottom right - e.g. beauty overlay, inventory hierarchy, etc.
Not sure if this qualifies as "cheap" although I guess implementing the lat/long algorithm to figure a dynamic sunrise and sunset (by day of year!) is
relatively cheap, as far as features go.
Via the great Darkness mod thread:
QuoteDoes the amount of daylight change with map location and season? E.g. arctic biomes should see very long nights in the winter and very long days in the summer - to the point where polar day/night might be sustained for weeks/months (as in reality). This could lead to some interesting mood buffs/negs down the line!
https://ludeon.com/forums/index.php?topic=10327.45 (https://ludeon.com/forums/index.php?topic=10327.45)
Quote from: A_Bandit!!! on February 19, 2015, 11:33:41 AM
With the tale-system now in the game, tombstones with a random tale from the dead colonist�s life complete with birthdate and time of death. Could probably use the sculptors table for making it. Right now there isnt any friendships or even basic relationships ingame, but it would be nice if colonists in the future would visit graves of friends from time to time.
EDIT: Right, this might be alot of work so forgive me if this is way to much work for nothing much. Aging of alcohol. You can store alcohol in a cool room , this effects its potency and also gives it a higher quality. This gives a small mood boost for the pawn consuming it, it also nets a higher price with exotic vendors.
Eh...well, I'll agree to your first idea IF we change 'random' to 'semi-random'. I don't want Tara's Tombstone to be talking about that time she got really drunk on the even days of months with vowels on them and vomited all over the valley. Maybe Random (Positive) [I'm not sure if that's an actual thing]. Also, I would like to see some more gravestone types along with that.
For the second idea; I could agree with that - I'd also like to see other types of alcohol added (I'm sure they will be) with different ingredients (Potatoes, Fruits, Urine [For the PBR enthusiasts], etc).
It would be nice to have access rights to doors. I can't seem to drop held keys and my alcoholic keeps getting into the beer reserve - she needs to lose key privileges to the storage door.
Quote from: TigerPantzzz on February 20, 2015, 01:21:05 PM
It would be nice to have access rights to doors. I can't seem to drop held keys and my alcoholic keeps getting into the beer reserve - she needs to lose key privileges to the storage door.
Hahahaha. I think that breaks the purpose of the trait slightly, but still hilarious.
I would love to have a use priority for stockpiles that dictate which pile resources should be used from first.
How about wall tiles that emit light? This would make illuminating 1 tile wide hallways much easier. There could be tiles that emit light on one side, on two sides, or even on all four sides.
Quote from: Sir on February 19, 2015, 03:10:24 PM
Please change the Orbital Trade Beacon to a tiny stockpile and revise the trade system so that it catalogs all available materials and items owned by the colony. With the recent implementation of the weathering of items that are left outside and the requirement that the OTB must not have a roof over it nor the items, it makes trading a real bother. Whenever I want to sell something, I either have to sell it right away or toggle a bunch of stockpiles and wait for items to be moved to the OTB's zone so that they may be sold. Rather, I think the Comms Console should allow you to sell anything you own and when you do sell something, it will trigger a hauling order that moves the selected items into a tinier zone around the OTB so that they may be sold. This would overall streamline the trading system and solve the issues that arise with the recent changes in Alpha 9. For example, it make it difficult to sell crops when they can be weathered and destroyed out in the elements. Whereas with my suggestion, I store the crops indoors, sell them through the comms console, then the AI hauls the required amount of crop to the OTB where it is transported and sold for Silver.
TL;DR: Make it so I can sell anything I own and when I sell it have it hauled to a tiny OTB zone where it is immediately sold for Silver. This is due to the recent changes where items left outside get weathered and destroyed. Thank you.
You can now sell items near a trade beacon whether they're under a roof or not. It's not a bug (http://www.reddit.com/r/RimWorld/comments/2wck3m/rimworld_alpha_9_released/copzs6c?context=3), but I don't see it in the change list here (http://ludeon.com/blog/2015/02/rimworld-alpha-9-tales-o-drunkness-released/) and I don't remember seeing it in the changelog either. It's something players really need to know about, because of deterioration, so I think that's a problem.
I have a very simple quality-of-life suggestion: add an option when selecting a stockpile to manually change the colour, so that I don't have to delete and recreate the stockpile 5-10 times to get it to be the colour I want.
Also, the previous post by Cimanyd is a great idea. Something about trade beacons indoors being able to magically teleport goods to a ship in space seems silly.
Well, I agree, but it was a quickfix for deteriorating when outdoors. Actually, maybe what you think is wrong with it would be exactly the solution. Teleportation technology that would kill people (to stop you from wondering why you can't teleport up to traders and escape) but is fine for materials. You would only need outdoor beacon for selling prisoners (or dont allow selling them at all but rather body parts as they aren't "alive") and buying prisoners could still come via drop pods.
While I know that this isn't an ideal solution (for story reasons), building an enclosure for the beacon and removing the roof whenever you want to trade is a viable option for gameplay purposes. Or, at least I should think so, anyway.
More floors like sandstone floors. And maybe being able to build a mountain slate block so you don't have to remodel your whole cave base if you accidentally mine the wrong chunk of rock T_T
Quote from: Mithradates on February 20, 2015, 11:14:16 PM
While I know that this isn't an ideal solution (for story reasons), building an enclosure for the beacon and removing the roof whenever you want to trade is a viable option for gameplay purposes. Or, at least I should think so, anyway.
I was kinda thinking that. I did exactly that in A8. I started with 1 unroofed tile then realized I had to expand it to uncover the stockpile tiles that had stuff in them.
I don't know how this works currently in game, but I know it's "indoors unroofed" or something like that. If it already stops detoriation, then problem solved. If not, maybe make indoor unroofed not deteriote things, but that's kinda dumb too as sun/rain/snow/temp is more destructive then wind (which is all walls would block, besides dirt FROM wind or something).
Quote from: Cimanyd on February 20, 2015, 07:13:11 PM
Quote from: Sir on February 19, 2015, 03:10:24 PM
Please change the Orbital Trade Beacon to a tiny stockpile and revise the trade system so that it catalogs all available materials and items owned by the colony. With the recent implementation of the weathering of items that are left outside and the requirement that the OTB must not have a roof over it nor the items, it makes trading a real bother. Whenever I want to sell something, I either have to sell it right away or toggle a bunch of stockpiles and wait for items to be moved to the OTB's zone so that they may be sold. Rather, I think the Comms Console should allow you to sell anything you own and when you do sell something, it will trigger a hauling order that moves the selected items into a tinier zone around the OTB so that they may be sold. This would overall streamline the trading system and solve the issues that arise with the recent changes in Alpha 9. For example, it make it difficult to sell crops when they can be weathered and destroyed out in the elements. Whereas with my suggestion, I store the crops indoors, sell them through the comms console, then the AI hauls the required amount of crop to the OTB where it is transported and sold for Silver.
TL;DR: Make it so I can sell anything I own and when I sell it have it hauled to a tiny OTB zone where it is immediately sold for Silver. This is due to the recent changes where items left outside get weathered and destroyed. Thank you.
You can now sell items near a trade beacon whether they're under a roof or not. It's not a bug (http://www.reddit.com/r/RimWorld/comments/2wck3m/rimworld_alpha_9_released/copzs6c?context=3), but I don't see it in the change list here (http://ludeon.com/blog/2015/02/rimworld-alpha-9-tales-o-drunkness-released/) and I don't remember seeing it in the changelog either. It's something players really need to know about, because of deterioration, so I think that's a problem.
Fair enough, but I still think the trade system and OTB need to be vastly changed. It's unnecessary to have the limitations of the stockpile. Since I can't order specific stacks to be moved to another stockpile, it's horribly limiting.
Put prisoner beating back in! And a mood buff (buff, so they don't have mental breaks, but the text is negative) for a while after being beaten so they don't cause trouble.
I hope this is a cheap idea, but i would love to see dynamic traits and dynamic passions, like if a colonists grows plants everyday they eventually gain green thumb trait so they start gaining the growing buff, and the inclusion of similar traits that give buffs for cooking, mining, construction, etc., and if they don't grow anything for a couple of weeks that trait goes away. Dynamic passions would be similar, maybe if they grow for example 6 days a month they have they get the double flame, if they drop down to 2-6 days then they drop down to the single flame, and if they grow less than that the lose all flames, and vice versa.
My cheapest ideas?
Weapons and Armour:
- Axes.
- Pikes. Read: I want a little range on these things.
- Crossbows.
- Atlatls.
- Slings.
- Daggers.
- Warhammers.
- Plumbata (big, heavy, War Darts).
- Actual hand-shields of various types.
- Various types of craftable classical-and-medieval armours and helmets
- Tabards of all colors (which go over armor sets - primarily used for visual organization of similarly dressed figures)
- Required Ammunition for ranged weapons.
- Craftable Firearms - Think simple shotguns, arquebii, matchlocks, and similar smoothbore guns (requires a Lathe). Complete with optional research of Rifling, to allow for the production of rifles.
- Two-handed swords
- To Hell With it; Katanas and all of that jazz.
Other things.- Dual Wielding/allowance of carrying multiple (two) weapons, and switching between them (short timer - ~1 sec)
- Allow Fires to cook simple meals.
- More types of cover - tall plants (like corn) should provide (minimal) cover!
- Melee skill also improves block chance against melee attacks.
- More animals and plants.
Good enough for now.
I'm pretty sure that this would be a rather cheap request given some in this thread. I've noticed my hunter(s) that use ranged weapons tend to take shots a maximum range which is translating to 1 and 2 percent shots after all factors, my question is what hunter would take a shot that they, under perfect conditions, would only have a 6 percent chance to hit? So Tynan if you could be so kind as to put a lower restriction on shooters base chance to hit at around 30 or so before other factors such as range, weather, etc. while hunting so they aren't "wasting" shots.
Add a feature, similar to Smooth Floors, where you can use wood and stone to create artificial ground out of terrain like marsh and shallow water. Maybe make it something research-able.
Also, an option to choose what quality of meal prisoners are getting. Why should they eat our lavish meals?
How about dance? (simple moving around the fireplace, helped our ancestors alleviate fears and anxiety)
How about singing? (if 2+ pawns gather around fireplace, they could start singing, maybe add artistic to outcome of their social action)
How about storytelling? (as pawns sit to have lunch together, they can swap stories... result of social interaction is higher, but story can make meal last vastly longer as tradeoff)
How about permanent, buildable firepits with a toggle to keep fed? It'll run on wood and haulers, or maybe crafters or repairers, will keep supplying it with wood if it's toggled on.
Losing weight. Would add so much more realism to Rimworld. And it would be a better way of getting rid of fat colonists than selling them.
Quote from: king komodo on February 22, 2015, 01:26:11 AM
I'm pretty sure that this would be a rather cheap request given some in this thread. I've noticed my hunter(s) that use ranged weapons tend to take shots a maximum range which is translating to 1 and 2 percent shots after all factors, my question is what hunter would take a shot that they, under perfect conditions, would only have a 6 percent chance to hit? So Tynan if you could be so kind as to put a lower restriction on shooters base chance to hit at around 30 or so before other factors such as range, weather, etc. while hunting so they aren't "wasting" shots.
Dude! All these suggestions I have made and I didn't think of that.
You need to make a completely new topic for that. Very good suggestion.
Never understood why hunters have a ranged gune of (say) 75, go to the 75th tile away from the squirrel, then fire at it for a million years.
Unless hunting is considered a means to level up shooting skill (more shots = more exp).
Raiding and Trading ? Simple enough you have people "Passing by" give them valuable items such as x10 med kits or x500 silver and have it be an event "You see a trading group passing by your colony" you can choose to leave them alone or "Raid"
them. As for trading your colony has X amount of things , with the Communications console, you contact another colony and offer X amount of things for their X amount of things (With their like/dislike meter playing into the price).
No idea if it was suggestion in the past but a new door and/or area function where you are able to lock a certain area to only allow specific colonists or colonists with assignments. I've encountered this often in the past where all of my colonists started using my walk-in freezer as a shortcut as I kept one entrance to the kitchen and one outside for the hunter to bring in meat. So for example a feature that would let us set the door to only be enterable by the the colonists with the Hunting and Cooking assigments.
more animals and the ability to domesticate them using fences or pastures and being able to harvest fur,wool,milk,horns,bones and use them all to craft
Don't know if this is already mentioned, but with the new Quality of weapons, clothing etc. I am constantly having to use one of my colonists manually (drafted) to transport low quality and damaged goods to a burning pit. Could we make it so that, for example, when "Burning Apparel" you can set it so they burn apparel that is of a certain quality or lower. EG. Burn clothing with a rating of Poor or less, and any clothing under 50%. Once again, sorry if this has been mentioned already. <3 :P
[spoiler]
Quote from: giannikampa on February 19, 2015, 11:13:50 AM
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.
High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...
Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.
This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.
By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.
... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.
I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed. But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.
And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
I think it's reasonabe: the more experienced you are in hauling the more you can haul, and faster, maybe. It would reflect the strenght of the pawns. Of course difference between a level 1 and a level 20 should reflect reality so not more than twice/tree times the quantity and few percents drop in movement speed while carrying.
Probably not the cheap idea requested in this tread, but good, IMO.
[/spoiler]
How do you do spoilers?
The problem with that, is that 'strength' would have more benefits instead of just hauling. And a hauling skill wouldnt let you carry more then an arm full, regardless. The reason why they dont carry more then one item, is due to how its structure code wise, not mechanic wise.
Quote from: TrashMan on February 19, 2015, 03:22:43 AM
You are reffering to something like a volume/weight value to items? The lower the value, the more items a colonist can carry?
Or maybe something simpler. MAX STACK value which tells how many stacks of items X a colonist can carry.
Since colonists currently don't have a strength value, the mass of the items is irrelevant.
It would be two values. Max Carry and Max Storage Stack. Which isn't too dissimilar from a mass and volume stat. Though unlike just Max Carry stat, it couldnt account for heavy things weighing you down.
Ludeon Forums cheap idea: incorporate voting on individual posts. I use a few other forums and like this feature - especially when it allows sorting which recent posts are the most popular by vote, not just by views. They also reduce the clutter of posting "+1" when all I want to do is indicate I like the posters' views.
They also help institute a bit of community policing for especially incendiary posters (which thankfully don't seem to be a problem here, for now!), giving the are penalized either with default minimized posts or adding a cooldown/approval requirement for their next post.
This plugin is already developed for SMF: Good Post/Bad Post Mod (http://custom.simplemachines.org/mods/index.php?mod=1890).
That would just result in an incredible circle-jerk.
I wonder is it hard to make pirates set permanent base with turrets and bads and houses, so that you wood be forst to attack them ;D
Quote from: Evelyn on February 22, 2015, 11:45:38 PM
That would just result in an incredible circle-jerk.
Maybe initially, although my experience on other boards is that this usually thins out to just quality posts. That could be because you are limited in the number of approvals and demerits (individual) you can give each day/week on the systems I've used, so you can't simply vote spam every post.
New functions in the "Overview" priorities screen.
* Clear all.
* Check all.
* Reset all checked to priority 4.
* Clicking on the label for a particular task sorts colonists by those with the highest ability in the related skill(s). (Perhaps this last one is not so cheap.)
New traits for colonists!
Caring: Is especially sensitive to the feelings of others.
Gets a small buff for doing social work, gets a larger debuff for negative events like organ-harvesting, selling slaves and losing allies.
Uncaring: Not a true psychopath, but still doesn't really give a shit.
Gets a debuff from doing social work but doesn't get any debuffs for negative prisoner events.
Darkness-tolerant plants. During the winter months there can be long periods without the 'Brightly lit' light level. As a result, plants which aren't tolerant of that die out completely on the map.
So then, how did they colonise that part of the map before the player arrived? It would probably be more immersive to have a hardier variety in place when the map generates.
Edit: I just thought of this now... plants photosynthesise when there's light to do so, but at night they convert stored sugars into energy using respiration. Perhaps a particularly hardy variety can store more of these sugars over a longer period, and more efficiently - that's their adaptation - and survive the dim conditions of winter.
An idea I got while reading some posts around here:
A change of the raider/visitor/animal warning (maybe only for hard mode?):
-You don't get any warnings from the incidents itself anymore
-You need to place perimeter sensors
-You get the messages when a raider/visitor/animal comes within 20 cells of the sensor
Quote from: Haplo on February 23, 2015, 01:27:02 PM
An idea I got while reading some posts around here:
A change of the raider/visitor/animal warning (maybe only for hard mode?):
-You don't get any warnings from the incidents itself anymore
-You need to place perimeter sensors
-You get the messages when a raider/visitor/animal comes within 20 cells of the sensor
I like this. If/When we get fog of war, this should be included.
One thing i can think of that the game needs now is quality and durability filter for items in stock piles, so that i can have an area for clothing that only allows clothes to be superior or above and a durability above 80% for example, also we need to be able to craft guns and armor now that they degrade. :D
Some more deco items that don't require crafting benches so we can keep the beauty up.
Maybe alter lamps to use the stuff system instead of just steel, so you can have a pretty gold lamp lighting your room, or a fireproof lamp, etc.
Adding Fishing ability to area with water to make a different food souce. Safer than Hunting. "minigun hunting accident" ;) Also maybe the ability to move to different spots on the map or raid other AI colonies.
Urgent! Pls add mechanical vents to the game that colonists can go and open and close, that take no power to use to allow for temperature transfer, and make closed vents, walls and doors insulate and not transfer heat!
Let us store clothes and food on storage racks, I mean what kind of savage keeps their khakis and packed lunches on the floor?
just saw the thread about the clothing detioration system...
add two colonist traits:
careful - reduces deterioration rate on worn equipment
careless - increases deterioration rate on worn equipment
(btw. the trait list is quite large already. How about a fourth trait for the colonists? ;) )
Barrels/crates/shelves that increase the maximum stack size of an item stored on/in them - help with clutter management.
Butchers human corpses Increase medical skill.
QuoteButchers human corpses Increase medical skill.
+1! :o
A few ideas:
- "Charity" bonus as temporary mood booster after rescuing an outsider. For added effect, characters with psychopath/sociopath trait or are incapable of caring do not receive the bonus.
- "Drenched" penalty as a temporary mood downer after being in the rain for too long.
- "Attracted" bonus as a proximity mood booster based on a character's proximity with an "Attractive" character.
- Ability to name an animal; alternatively, have a random event where a colonist names an animal within proximity.
- Ability to name a weapon; alternatively, have a random event where a colonist names a weapon he is equipped with and as an added effect, gets a mood boost when using it.
- Animal inside of cyro pod instead of a human.
On a different note, do we have a master list? I used the search function to try to find if my ideas have been suggested, but it's not exactly ideal and with over 100 pages to read, it's not exactly ideal for every new comer to be scrolling through all of it.
Swap the skill list and background/traits part when selecting a colonist, so the skill list is visible when the the overview is opened.
different icons for events. right now everything is either a blue, red or yellow mail icon.
Would love to see things like a trader in range, could be represented by an icon of a ship.
Items falling from space, could be indicated by an icon that looks like... things falling from space.
Basically the idea here is that I don't want to have to click on every icon to see what the event is. I would like to just quickly glance and see if the event requires my attention now or can it wait until later.
Bionic Eyes could reduce the aim penalties from Darkness.
Quote from: shade88 on January 30, 2015, 05:24:24 PM
Backpacks. We need backpacks. Not quite sure if this fits in as a cheap idea, but...
On a quick search this comes up a lot.
I would really like to see some sort of transportation capacity increase. It could be a backpack, trolly, or even a wheel barrow.
Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.
So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.
Here are some examples:
� Barbed wire: A building that slows down movement.
� Molotov cocktails: Grenades that start fires.
� Assassin: A raid from one super-powerful raider.
� Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
� Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
I think I have an idea. It would be bombers. It would be a bunch of raiders that would use balloons and drop bombs, more like mortars but a bit more precise. Only mortars could take them down. To make it fair, there would only be 1 or 2 people and you should make mortars have be like 10-20% more precise
I don't know how easy it would be but how about being able to adjust the size of the icons in the building menu.
refridgerator; Take the exsisting 1X2 weapon rack and mode it to hold two 10 stacks of food(defaults to finished meals, can be manualy set for raw food). Would require power to run and be too space inefficient to replace cooler based walk-in freezers for long term storage while allowing cooked meals to be stored near the eating table. This would allow more flexablity for any cook pawns and shorter trips for everyone to get food to eat.
Extending that last idea, I think closets and the like are great for everything. So you can have a linen closet, a weapon rack, a personal fridge. A way to improve a colonist's room and give it a reason for it to be big.
Although I'm not sure this is 'cheap', since probably it will require new behaviour for them to use all these. Correct me if I'm wrong, but currently the weapon racks have no actual use?
What probably is cheap is to add a burrow. Just like the home region, but you can tell the colonists to only stay inside the burrow during raids. This prevents micromanagement. In the long run this will make sure you can have a military and can 'forget' about the others during a fight.
I'd really like to see an option to aim at specific body parts when shooting, for example only at the legs so you can incapacitate raiders more easily.
Possibility to have weapons shot from pawns hands ala fallout 3 / vegas. Enemies would then need to pick it up, or if destroyed, resort to melee
Also make incapacitated / dead pawns a viable food source for meat eating animals, with each meal taking more and more health from the dying colonist / corpse till there's nothing. Could also resolve body issues since you could let distant corpses get picked clean till they turned to dust.
It would be nice to have animal husbandry for some of the animals :D
Need for water
This might not be ultra cheap, but I think def worth it and not to system changing, yet very game-changing (does that make sense?)
- Add rain water catchers
- Add tanks with tabs connected with water pipes where they can have a drink
- For the start, add water packs for survival (like packed lunch)
- Bonus: This makes rainfall actually make a difference, now it's easy to ignore it.
- Later on pipes and water storage can be used for other systems, like showers or watering indoor plants or whatever.
- Events could include acid rain or something where you need to empty the tank out or have a filter installed...
- and various related mood effects.
4 Hours? don't think so, but not tooo expensive either as far as I know :-)
trait - Afraid of darkness
The character gets increased penalty from being in the dark, and IS bother by dark bedrooms. Maybe the fear should be higher for being outdoors in the dark ?("What was that noise ? Can someone check it out ?")
trait - Outdoorsman (is less bothered by sleeping / working outdoors and in the weather. Gets a mood penalty for being indoors.)
Harder Research
The first few things you want are usually pretty hard since the colony isn't yet established, and you don't have a good and/or full time researcher yet. However, by the 4th or 5th tech usually I find research outstrips my need for the things researched, or my ability to construct them. With 5-7 Colonists, it's not too hard to devote somebody to research most of the time.
And finally all research topics are completed long before I have the resources or time to build the ship.
The following experiences are from playing 100% difficulty +/- one difficulty level.
Legendary quality weapons get a legendary looking texture
Vaccination
As soon as a disease pops up for the first time, you can research it via research table and after that is done, produce some kind of expensive vaccine (maybe made out of a few herbal medicines and normal medicines). Once a colonist is vaccinated, they can no longer get infected with the disease.
P.S.: maybe this has been suggested before, I didn't read the entire thread :P
How about produce your own modern Weapons/armor which requires a second skillcheck. Like: First make (for exemple) Pistol-parts at the machine table (require crafting skill 5 and only steel) and then made the whole Weapon at the Smithing-table with a materia you like (for exemple:granite increase life and aiming time, wood reduce aiming time and health) or Helmet-Part(s) at a Smithing-table and finish it at the Tailor-bench
The quality of the Product cannot be better then the first skillcheck but worsen (not much) ("normal" Pistol parts can become "shoddy" but not "good" and "masterpiece" not worser then "normal")
Not every modern weapon/armoe shall be produceable , only: Pistol( skill 5) ,Survival-Gun (skill 10), Assault (skill 15) Helmet ( the normal one not kevlar or power armor skill 7) and Armor-Vest ( skill 12)
Snorring, more likely at old people. Causing lack of sleep ( making it take longer to rest fully ) if they sleep in same room.
What if people who didn't have the cannibal trait got upset by wearing human leather clothes?
Forbidden Item stockpile... A zone where we can designate that things stored on it become automatically forbidden would be nice. That way I don't have to remember to forbid things once they get there, this would help me keep like human flesh from being eaten as it is added on a regular basis when butchered.
"snoring" trait sounds like a fun idea ! Worst offenders would need more than 1 tile of wall to isolate !
* Glutton trait. Eats twice as much, but can carry 50% more (steel, potatoes, stone blocks...)
I would like to suggest that people would be animated to crawl. I like the new change that makes it possible for people to build and walk over furniture such as the Research Bench, but when they build the floor they should be animated to go under the table but still a visible name
What about an OCD like trait? It's like green thumb, only increased happiness for cleaning. If you wanted to add a negative, make crafting, construction, or controlling take 50% longer.
Quote from: czarnoff on March 02, 2015, 05:14:55 PM
What about an OCD like trait? It's like green thumb, only increased happiness for cleaning. If you wanted to add a negative, make crafting, construction, or controlling take 50% longer.
Make it so a character with this trait lashes out at anyone who makes a mess ! Similar to Abrasive, but targetted at people who:
- vomit
- bring dirt
- leave bloodstains
- drop items outside equipment cabinets and stockpile zones
Quote from: czarnoff on March 02, 2015, 05:14:55 PM
What about an OCD like trait? It's like green thumb, only increased happiness for cleaning. If you wanted to add a negative, make crafting, construction, or controlling take 50% longer.
Neat - happiness from cleaning, increased unhappiness from a dirty environment or low condition clothing?
This has been talked about before but:
AUTO-STRIP bodies, or strip command or something.... Getting sick of doing it manually and can't find any mods for it...
I mean seriously. Cleaning up after the battle is not a fun game experience at all yet seems to consume most of my time.
And I'm using conveyor belts to do it... It simply won't do...
Pod bed, like in those Japanese mini-hotels. Essentially a cryosleep casket that is a bed.
+ No penalty for sharing bedroom or for people moving around in the room when sleeping.
- Expensive. Might require electricity.
A few things I want to see that might be easy.
The ability to remove thin rock roofs safely.
Build-able reinforced walls. More HP, but not able to support conduits like natural mountain walls already are.
What ever happened to that Nutrient pump that let you transform small areas of unusable land?
Targets a colonist can use to train Melee and shooting skills, and can be repaired but only after it is "broken". This can already be done using walls for shooting, with one problem being if a colonist goes to repair it and gets shot as a result. Only way to currently improve melee is hunting or combat.
Maybe not so easy...
Another way to put out fires besides beating them out.
I don't know how easy things are to program so i apologize if these are too hard and if some of them have probably already been posted but,:
-Key configuration.
-Allied NPCs battle NPCs they are at war with (if, both visit your colony at the same time).
-Cave-ins (similar to the roof collapse mechanic with very low-medium chance of happening).
-Mending stations for low durability clothes and guns.
-Pets (cats or dogs).
-Pawn injury sounds (shouts of pain, animals whimpering ETC.)
-Aquariums (decoration that increases mood)
* birds ! Where are the birds, Tynan Sylvester ? Basically flying squirrels, not slowed by terrain, who can go over walls as long as they're outdoor walls. Very fast.
* new trait: Introvert. Suffers a mood penalty when he spends time in company of more than 2 people. Limited personal benefits from social chat.
* new trait: Extrovert. Suffers a mood penalty when alone. Increased personal benefits from social chat.
* interface improvement - "create growing zone from sunlamp". Similar to trade beacon. This would make optimal (power-wise) hydroponics less annoying to create.
Quote from: benben471 on March 05, 2015, 11:51:08 AM
-Allied NPCs battle NPCs they are at war with (if, both visit your colony at the same time).
This already happens if they see each other on the map. Sometimes it's saved my bacon, such as when mechanoids disrupted a pirate siege.
The abillity to mod colonists to not require sleep (there're a couple of null references in there somewhere that show themselves if you set <needsSleep> to false in the race props)
Also the ability to create a non-humanoid non-mechanoid non-animal race
CURIOSITY
This powerful colonist trait would cause them to gain xp in skills merely by observing other people do it. Whenever another colonist is using a skill within his field of view, the one with curiosity gains xp in that skill at 50% of his natural ability (passion flames etc).
Quote from: Eleazar on March 05, 2015, 06:45:17 PM
Quote from: benben471 on March 05, 2015, 11:51:08 AM
-Allied NPCs battle NPCs they are at war with (if, both visit your colony at the same time).
This already happens if they see each other on the map. Sometimes it's saved my bacon, such as when mechanoids disrupted a pirate siege.
I was thinking more of two outlander towns visiting your colony, seeing each other and going at it rather than allied outlander towns attacking pirate bands. :)
Quote from: GiPSyFiSH on March 03, 2015, 03:03:49 AM
This has been talked about before but:
AUTO-STRIP bodies, or strip command or something.... Getting sick of doing it manually and can't find any mods for it...
I mean seriously. Cleaning up after the battle is not a fun game experience at all yet seems to consume most of my time.
And I'm using conveyor belts to do it... It simply won't do...
This, being able to add "auto strip before cremation" to the crematorium would be nice.
Hauling items to the Orbital trade beacon stockpile to sell gets tedious pretty quick. How about a stockpile toggle "Not/For Sale" that would allow any items to be sold in the same manner as prisoners? The Orbital trade beacon used only for delivery of items from passing trade vessels.
Quote from: b0rsuk on March 05, 2015, 02:54:31 PM
* birds ! Where are the birds, Tynan Sylvester ?
Birds and fish/other water resources to harvest (edible seaweed) to make coastal colonies viable.
Quote from: GiPSyFiSH on February 27, 2015, 09:20:36 PM
Need for water
- Bonus: This makes rainfall actually make a difference, now it's easy to ignore it.
- and various related mood effects.
Close proximity to fresh water: bonus to growing zone.
Water cooler: increase happiness when hot, cure heat stroke, increase/happiness number of positive social chats.
What about a button in the overview screen that prevents colonists from going outside. Or some kind of colony alarm that tells everyone to stay inside if not recruited.
A new story event when youre rich (as a late game event) and there's multiple factions that hate you:
United Front - The various factions on this planet have realized that you are much bigger threat to them then they are to one another. They've elected to sign a temporary truce and are massing a massive unified attack against you! They will prepare a siege, then attack, be prepared!
2-4 factions on the planet all attack at once with a massive raid, with at least 1 spawn being a siege which will last 10 days (max) before they attack. They'll spawn with extra food and supplies.
Result is you could get attacked by 2 tribes, or maybe pirates + outlanders + tribes, really flex your ability to deal with multiple threats. Only for large colonies though, kinda an end game event.
A blood meter in the health tab showing how much blood the colonist has left, as well as a percent number.
-Argon
These probably have been suggested before, but anyway:
1. "Prioritize until done". Currently you have to babysit if you really want something to be builded ASAP.
2. I would like to see some kind of "clean this area" in the order menu, similiar to chop wood/harvest/smooth floor etc. where you can mark specific areas.
3. Right clicking ore for option to mine the entire vein.
Good idea. We have snow clearing zones, so why not general cleaning zones ? Also, pot plants should probably go under "cleaning", not "growing". I hate to see people abandon important jobs in favor of watering a plant.
Quote from: spyker92 on March 06, 2015, 10:01:42 PM
A new story event when youre rich (as a late game event) and there's multiple factions that hate you:
United Front - The various factions on this planet have realized that you are much bigger threat to them then they are to one another. They've elected to sign a temporary truce and are massing a massive unified attack against you! They will prepare a siege, then attack, be prepared!
2-4 factions on the planet all attack at once with a massive raid, with at least 1 spawn being a siege which will last 10 days (max) before they attack. They'll spawn with extra food and supplies.
Result is you could get attacked by 2 tribes, or maybe pirates + outlanders + tribes, really flex your ability to deal with multiple threats. Only for large colonies though, kinda an end game event.
Nice Idea. I would add that factions sympathizing with you come to your colony and help you while pirates and enemy factions are trying to raid you together.
(what might be nice: calling enemy factions and giving them enough silver to sympathize with you in mid-battle causing them to attack the people attacking you ;) )
Quote from: jubov on March 08, 2015, 05:04:47 AM
These probably have been suggested before, but anyway:
1. "Prioritize until done". Currently you have to babysit if you really want something to be builded ASAP.
2. I would like to see some kind of "clean this area" in the order menu, similiar to chop wood/harvest/smooth floor etc. where you can mark specific areas.
3. Right clicking ore for option to mine the entire vein.
1. Agreed.
2. Isn't that the home region?
3. I'm not sure, that would take the discovery of hidden caves fun out of it.It makes the game too automated.
Quote from: Regret on March 09, 2015, 09:40:45 AM
2. Isn't that the home region?
Current cleaning system is tied with automatic repairing and firefighting, which I personally don't like. Cleaning dirt from outside, or blood from killbox isn't really time well spent. I'd rather make cleaners clean indoor areas every few days, and do something more useful rest of the time.
Quote from: jubov on March 09, 2015, 09:59:07 AM
Quote from: Regret on March 09, 2015, 09:40:45 AM
2. Isn't that the home region?
Current cleaning system is tied with automatic repairing and firefighting, which I personally don't like. Cleaning dirt from outside, or blood from killbox isn't really time well spent. I'd rather make cleaners clean indoor areas every few days, and do something more useful rest of the time.
Point taken.
You can get quite far with being very specific with your home region though.
Anyway, new idea:
Cooking stove and smithing bench can cause fires.
Both should create heat when used.
Body heat, while we are on the subject could also be used to warm up well insulated small rooms. Though that may be harder to implement.
8)
Cheap Ideas:
- Allow me to stock an induvidual item type at different sites according to priority
- Insert function allowing the user to take notes in either written or audio recorded form
8)
Cheap Ideas:
- Allow user to take written and audio recorded notes. This will decrease the unfun of reassessing strategy when returning to a complex game. **Ambitious Bonus: Allow user to customize "Mission Control" will a selection of indicators, statistics, status, etc**
- Increase the range of choosable passing time. Allow users to customize a stopwatch according to an array of criteria. this way, a player can react to any changing conditions. Unfun is again reduced via smaller wait time to the next decision point. This option could also be made available only when power supplied is adequate. This will literally pull the user into the gameplay, increasing the effectiveness of the game environment.
Please let me know what you think. I might be able to come up with more.
Please make all characters sleep with their eyes closed. Some of the heads look creepy with the staring eyes. You could leave the images with open eyes for colonists Resting in bed instead of Sleeping.
Is it possible to add a function to manually transfer a stack of items into a specific location? Something like click on an item, right click on a location to create a hauling task? It'd be fine if it only worked on areas zoned as stockpiles or something, especially if it's a designation tool like hauling and hunting-- that could work something like how moving groups of drafted pawns work. It'd be a lot easier to organize resources and stack things that, for some reason, the colonists refuse to stack properly, among other things.
Also, someone suggested a "prioritize until done" task earlier on-- I don't know if it's what they intended, but if not, it would be nice to make that a designation tool as well, so you can prioritize building entire rooms or structures.
When the status is displayed for a weapon when zoomed in it is like "good", "poor", and "norm" I think "norm" should be changed to "okay" so it fits within the four character theme, and that they should all be made capitalized.
A few more ideas related to making pawn/resource management less of a headache: A button that confines all non-drafted pawns to the home area, the ability to allow locked doors to let drafted pawns through them, and a button that toggles locks on all doors facing an "outside" environment.
Colonist traits:
- Infravision: a strange genetic mutation allows the colonist to see well in darkness. He's not bothered by darkness, too.)
- True Grit: the colonist can crawl to safety at 1/3 speed while incapacitated.
Miniguns dropped by Centipedes should always be of "normal" quality. I assume mechanoids are produced in factories.
Drafted colonists should be able to repair. I may want to repair the wall or turret from the other side, but the colonist shouldn't leave cover. If you don't want players to be able to repair stuff under fire, free repairs need to go.
When you order a colonist to "prioritize something", he should ignore his settings in Overview: work screen for that single task. As long as he's capable of doing it, he should do it without complaining he's not a hauler. I hate taking the closest colonist to haul some high priority item, or a person who fell off the sky. First I need to make sure he is a hauler, then I need to unset it or he'll stop doing his main job in favor of hauling. I don't like watching my colonist until he drops that silver in a stockpile so I can disable his hauling at that very moment. Or I really really want that door or turret to be constructed as soon as possible, but that doesn't mean that passing hunter should become a constructor.
Some ideas I've had, though I suspect these have been requested before. Not that I'm going to trawl through a 119 page topic to find out. :-X
Max stockpile amounts
Set the maximum number of the selected item(s) to be stored in a stockpile. Default to unlimited. This would allow limited numbers of certain items to be delivered to specific stockpiles.
Prioritise hauling by destination stockpile priority...
...rather than haulable item proximity to pawn, or whatever random system is used at the moment. Seriously, having a food stockpile as "Important" and everything else as "Preferred" or lower, one would expect haulers to haul any food/animal corpses first before anything else. Nooooooooooooooooooooope! Had to set the food stockpile to "Critical" before they started doing stuff in order. Pawns seems to haul items based on their proximity to them rather than where they need to go and the priority of that location. What they should do is something like "What's the highest priority stockpile? Food? Ok, are there any haulable food items on the map? Yes? Let's go get that then". Proximity to the item should only be considered if there are multiple items going to multiple stockpiles of the same priority.
Set allowed quality in stockpiles EDIT: Just read elsewhere that this is on the to-do list
Having the option to set what quality of items a stockpile can hold would add more depth to stockpile management and allow us to do things such as routing low quality items to a dumping/beacon stockpile for disposal/trade and high quality items to other areas. For example, stockpiles could be created in prisoner rooms the only allow normal or better clothing to be put in there, meaning you could easily equip your prisoner with whatever quality outfit you wanted instead of having to micromanage items into the stockpiles.
Symmetry OCD friendly structures/furniture
Nothing makes my eyelids twitch more than asymmetry in my colony rooms, so I end up looking like Blinky McBlinkalot when I've put some furniture into a room as I'll invariably end up with something asymmetrical. For example, my main 'canteen' area is a large odd-sized room (as in, 11x7 or something) so that I can put doors in the centres of the walls and arrange furniture in a nice way. Only having 2x2 or 2x4 sized tables really fucks with any hope of symmetry in this room. Similarly, I often build bedrooms at least 5x5 tiles with a single doorway in the centre of one wall and the bed opposite. This doesn't work when I use double beds as the doors are only one tile in size. Sure, I could put two doors down side-by-side, but that is both aesthetically and functionally bollocks. PLS TYNAN can we have some double doors and odd-sized furniture? A medium table should be easy to implement, what with it being halfway between the small and long tables. My twitchy eyelids would be eternally grateful.
Force jobs (via Overview) (might not be a "cheap" idea, but it can go here anyway)..
One of my recently failed colonies started with two colonists that were incapable of "Scary", which includes firefighting, and the only colonist who could firefight was a frail 68yr old fossil that had poor movement speed (40%). I'm sure you can imagine how that one ended. It gave me the idea that it would be nice if you could force a colonist to do something they would otherwise be incapable of doing, such as firefighting, accepting a heavy mood hit as a result but meaning you have another pair of hands doing something urgent (like stopping your entire colony going up in flames). It could work something like this; On overview, jobs that a colonist is incapable of doing could be highlighted in a dark red. Clicking the box puts a cross in the box and would then allow you to right-click a related job and prioritise that colonist to do that job until it is complete. Upon starting the job, the pawn would have a heavy mood debuff that lasts whilst they're doing the job. They also wouldn't learn that skill, or only learn it very slowly.
Graves
Graves built in the home zone should be defaulted to allowing only colonist bodies. Those built outside the home zone defaulted the other way and only allow non-colonist bodies (or maybe both).
Prisoner Gets Medicine
Prisoners put into medical or hospital beds should, by default, get medicine and the option should be on the bed rather than the prisoner. The number of times I've captured someone and found them to be poorly treated because I didn't select "gets medicine" on time is unreal.
I think that's it. No doubt I'll think of a few more things. :D
Not sure if it already exist:
If you select more than one thing of the same type ( turrets, Hydroponics basins, mortars etc. ) you arent able to change their stats all together.
Its possible to turn off many turrets power, but you cant select a target with more than one mortar selected, and the crop type of Hydroponics basins. For growing a huge amount of hops indoors you have to change every basins stats seperated.
I would appreciate this change/bugfix?!
When you designate a construction, all plants in that area should be marked for cutting. This way plant cutters who are not constructors can come and help. There are characters who can cut plants but not construct. Besides, it allows to prepare the area for construction in advance, rather than in the last minute.
The same could be done to designating growing zones.
Separate Weather audio from Game audio, so that I can turn the howling wind down without having to turn everything else down as well.
It would be good if I could change the installation for the game so I could have separate folders, one for example with some mods one with other mods and one vanilla with different install folders like one in Locallow/Save1 and Locallow/Save2, etc
Allow ranged weapons and clothing to be repaired at the smithing and tailoring benches.
I'd like to keep more weapons, but when they're significantly damaged I just sell them ASAP. Even weapons that are only moderately damaged (~70%-80%) tends to get sold since it brings in a fair bit of cash despite the damage.
Speaking of which, trading is a bit OP atm, but that's beyond the purview of "cheap ideas".
Thank you for the ongoing suggestions everyone.
Just FYI I am reading these :)
Quote from: Monkfish on March 12, 2015, 09:50:51 AMMax stockpile amounts
Prioritise hauling by destination stockpile priority
Prisoner Gets Medicine
Prisoners put into medical or hospital beds should, by default, get medicine and the option should be on the bed rather than the prisoner. The number of times I've captured someone and found them to be poorly treated because I didn't select "gets medicine" on time is unreal.
I fully endorse these ideas.
VentsI'd like to see, as an addition to the temperature system, simple vents. Something that would allow a heater or cooler to effect two or more distinct rooms, simply by treating them as a single room for heat purposes. There are a couple of mods that do something to this effect.
PrisonThe current system for captives is lackluster, in my opinion. It's not imperative, as most prisoners are very temporary, but it would be nice to be able to have communal prison areas outside of the rooms - such as an exercise yard or a chow hall - which can be designated as prisoner accessible, so that prisoners can go outside and get rid of that -15 cabin fever malus or grab some nutrient paste from a communal dispenser. There is a mod that does this fairly well, but it seems like it should be vanilla functionality.
Modular stuffThis is another thing that mods have done quite successfully, but which I think should be a part of the game and probably could be improved and expanded upon. Tables, benches, and hydroponics tables come to mind, in particular. Solar panels could also fit. Modular construction would allow for more efficient, creative, and interesting constructions, and require fewer assets from the programmer. ex: ItchyFlea's Tables (https://ludeon.com/forums/index.php?topic=10623.msg105051#msg105051)
Further down in that topic, ItchyFlea also has a tweak to the stonecutting table that seems like an obvious quick fix:
Selectable stonecutting jobs.
Nutrient Paste StorageThis isn't my idea, but it is a good one in my opinion. Nutrient paste dispensers would benefit greatly as a source of emergency rations if it had a limited amount of internal paste storage, and perhaps slowly stored paste as long as it was powered and there was something in the hopper. This way, if the colony's main food source and power grid are for some reason simultaneously compromised, a short term supply of paste would be available.
Could setting prisoners to be treated with herbal medicines be accomplished? Or perhaps a filter added to the prisoner tab?
1) Shallow Trench order : pawns construct shallow soil tile, if next to water tile, dug soil tile becomes mud/shallow water tile.
> I'd love to loss the "fire = # spawn rain" event and have an active fire defense.
2) Prosthetic/Hook hand, i don't like removing an arm to fix a crippled hand.
> would need a remove hand/fist medical order.
3) developed Guilt trait. when you(warden) execute someone (prisoner) you carry that thought for life. why not have empathic/non-hunting wardens suffer if they put down a prisoner.
Quote from: Feirfec on March 14, 2015, 10:08:25 AM
3) developed Guilt trait. when you(warden) execute someone (prisoner) you carry that thought for life. why not have empathic/non-hunting wardens suffer if they put down a prisoner.
This seems unlikely, as it's much too subjective and situational. If you watched Ellie, Sex Slave - a long time colony member and friend - get gunned down by some jerk pirate, and you decide after some time that he's a monster and you can't keep him around any longer, why the hell should you feel bad?
Quote from: Monkfish on March 12, 2015, 09:50:51 AM
Symmetry OCD friendly structures/furniture
Nothing makes my eyelids twitch more than asymmetry in my colony rooms...
+1 for OCD! A good colony is a
symmetric colony...
A way to ransom prisoners would be cool. It might just use the old space traveler mechanics but instead the message "The Brutal Murderers want to make a deal" message appears at which point you have time to call them as a normal trader. They would trade in both their faction prisoners in your custody and your kidnapped colonist.
EMP grenades should damage personal shields. Using short-ranged grenades against melee guys is dangerous and I don't see why it shouldn't be rewarded. Pirates tend to outnumber you. Randy Random 100% has just sent a 4 MELEE ONLY siege against my colony which is building the spaceship, which is laughauble at this point. But that doesn't mean I could counter them with my own melee without casualties and lost limbs.
So my options against melee is, again, overwhelming turret firepower and especially turret explosions. Massed shielded melee guys are hard to break without losing at least a few turrets. Personal shields can have one niche counter in the form of EMP grenades.
Quote from: Monkfish on March 12, 2015, 09:50:51 AM
Max stockpile amounts
Set the maximum number of the selected item(s) to be stored in a stockpile. Default to unlimited. This would allow limited numbers of certain items to be delivered to specific stockpiles.
I'd like to echo this idea as well.
It's been bothering me for stone creation since I started playing. Now it's bothering me for food storage when trying to keep quantities of meat and herbal medicine in a freezer with a crop production that exceeds demand. I've created three separate zones to work around this.
1.2 ppl to carry 1 rhinoceros
2.doors can be locked open? (see prison architech)
3.Make work prioritizes re-arrangeable. (left to right drag-able? drag cleaning from least to highest) to free ppl from re-numbering whole colony's tasks.
Differentiate between stranger and colonist graves in the construction menu. Both options would produce the same grave, only with different corpses allowed. This would eliminate manually adjusting graves individually to the desired settings.
-Argon
Quote from: CheeseGromit on March 15, 2015, 05:22:08 PM
It's been bothering me for stone creation since I started playing. Now it's bothering me for food storage when trying to keep quantities of meat and herbal medicine in a freezer with a crop production that exceeds demand. I've created three separate zones to work around this.
Cycle your crops. If I notice I've stored 2000 potatoes, I'll usually go ahead and turn my farms to medicine production for a time, or devilstrand. I also usually have multiple freezers. One for medicine and one for food.
Apologies for off topic.
Quick fix/suggestion;
- Colonists source raw fruit/vegetables before raw meat.
Raw meat isn't really the best of dietary choices to be made in any situation. :-\
DP for a comment I previously missed but was just made aware of...
Quote from: Darkhymn on March 14, 2015, 03:51:09 AMPrison
The current system for captives is lackluster, in my opinion. It's not imperative, as most prisoners are very temporary, but it would be nice to be able to have communal prison areas outside of the rooms - such as an exercise yard or a chow hall - which can be designated as prisoner accessible, so that prisoners can go outside and get rid of that -15 cabin fever malus or grab some nutrient paste from a communal dispenser. There is a mod that does this fairly well, but it seems like it should be vanilla functionality.
Yes! This could be done by way of a secure or prison door. Instead of requiring an enclosed room with a door, a prisoner bed could require a sealed area behind a secure/prison door. Prisoners would not be able to travel through this door unless being escorted by a warden (or if the door/wall is compromised), but would be able to travel freely through other doors within the secure area. This would allow separate bedrooms for prisoners but common areas for chow/socialising.
Starving colonists should eat from corpses, which adds to lost limbs of the animal in question. So for example, if a colonist eats a leg from a boar then the boar's leg will be lost, and when you butcher that boar the meat from the leg will be lost too.
This is coupled with a system where every limb has a portion of meat, adding up to the total.
Of course, finding a lost limb somewhere would be a graphical question. What would the
lost limb look like? Perhaps just make it drop meat when you lose a limb. For example, a
human loses a leg. Pow, there's some meat and leather on the ground.
Another solution to the corpse-eating idea would be to have a certain amount of meat items in the corpse, which then become consumed by the hungry colonist. This would make it easier to calculate meat from butchering.
saves load paused rather then start playin immediately after loading for 5 minutes... >.>
stock zones can go on top of tables?? I'm one of those ppl who would like to see stock be placed on a table rather then always laid on the floor...
Snow should make construction a little harder. This includes digging graves, constructing floors and power conduits. Currently you can build wooden floors outside, under snow, without removing the snow. Basically I want constructing on snow to require the extra step of removing snow. "Dusting" level would be allowed.
- Quarantine: a room in which you can place your own colonists to isolate them from the colony. You could use it for malaria, plague, flue but also for mental breaks and alchool breaks to not let your colonists hurt others or themselves until they are fine. This way you could arrest your own colonists without the recruit time needed after the arrest. (With a command similar to arrest. Quarantine)
- Relationships: states colonists would gain after time (months/years) spent with eachother. There would be conditions, prerequisites to gain those Social related States.
Examples:
* "Friend With X". This state would make the colonist social chat with X more enjoyable and X death more traumatic.
* "X Best Friend". Like the friend one but with greater effects on the mood, there could be anxiety for best friend injuries or joy for their successes.
* "In Love with X". Non-reciprocal state, like Best Friend but non-reciprocal. The colonist in love would have negative mood if not in sleeping in the same room/bed of X, positive in the same room/bed with X but X would hate that (hetero, gay, more than one at the same time).
* "Engaged with X". Same as in love but reciprocal. Engaged colonists (hetero, gay, more than one at the same time) love to chat/sleep together. Like best friends there would be a lot of anxiety for injuries and traumatic effects for deaths.
* "Jealous of X&Y". While in love or engaged with X the colonist would have negative mood if X chats or sleeps in the same room with Y. X&Y could also have negative mood from that.
* "Despises X". This state would make a colonist chats with the colonist X not pleasant and their lost less weighty.
* "Hates X". This state would make a colonist hate chats with the colonist X. Colonists would not mind X death. The colonist could also brawl with X if in bad mood, drunk or accidentally shot/hurt by him.
* "Enemy of X". Like "Hate X" but much more marked on mood. The colonist would sometime "accidentally" shot or hit his enemy during dangerous situations or battles, trying to kill X.
* "Respects X". The colonist respects X and have better mood when X his near him while working or in battle, X would gain some positive mood too.
* "Disrespects X". The colonist disrespects X and have negative mood while working or fighting near him, X would gain some negative mood too.
Quote from: M on March 17, 2015, 06:35:29 AM
- Quarantine: a room in which you can place your own colonists to isolate them from the colony. You could use it for malaria, plague, flue but also for mental breaks and alchool breaks to not let your colonists hurt others or themselves until they are fine. This way you could arrest your own colonists without the recruit time needed after the arrest. (With a command similar to arrest. Quarantine)
- Relationships: states colonists would gain after time (months/years) spent with eachother. There would be conditions, prerequisites to gain those Social related States.
Examples:
* "Friend With X". This state would make the colonist social chat with X more enjoyable and X death more traumatic.
* "X Best Friend". Like the friend one but with greater effects on the mood, there could be anxiety for best friend injuries or joy for their successes.
* "In Love with X". Non-reciprocal state, like Best Friend but non-reciprocal. The colonist in love would have negative mood if not in sleeping in the same room/bed of X, positive in the same room/bed with X but X would hate that (hetero, gay, more than one at the same time).
* "Engaged with X". Same as in love but reciprocal. Engaged colonists (hetero, gay, more than one at the same time) love to chat/sleep together. Like best friends there would be a lot of anxiety for injuries and traumatic effects for deaths.
* "Jealous of X&Y". While in love or engaged with X the colonist would have negative mood if X chats or sleeps in the same room with Y. X&Y could also have negative mood from that.
* "Despises X". This state would make a colonist chats with the colonist X not pleasant and their lost less weighty.
* "Hates X". This state would make a colonist hate chats with the colonist X. Colonists would not mind X death. The colonist could also brawl with X if in bad mood, drunk or accidentally shot/hurt by him.
* "Enemy of X". Like "Hate X" but much more marked on mood. The colonist would sometime "accidentally" shot or hit his enemy during dangerous situations or battles, trying to kill X.
* "Respects X". The colonist respects X and have better mood when X his near him while working or in battle, X would gain some positive mood too.
* "Disrespects X". The colonist disrespects X and have negative mood while working or fighting near him, X would gain some negative mood too.
And maybe if friends are doing the same tasks together like hunting or contructing they have increased benefits. (increased work speed and increased experience gain)
*Energy accumulator - building beside energy source buildings will, generate x% amount of energy of that energy building, *highest one*
*Artillery Installment - a energy version of current mortar but automatic and doesn't consume shells but energy per shot (maintenance energy & energy per shot different), slow projectile speed, weak damage, low accuracy.
*Standing, Semi-Kneel, Lie-down mode. From left to right reduces the accuracy of enemies' fire.
*Hostile Flying Enemies (Humanoid/ Animals/ Alien)
*Add 'Collapsed rock' falling inside the shelter when a mortar shell/shot land on the mountain/ Overhead mountain shelter of that specific area.
Quote from: TSO on March 16, 2015, 09:00:45 PMstock zones can go on top of tables?? I'm one of those ppl who would like to see stock be placed on a table rather then always laid on the floor...
Used to actually be a thing but has since been removed. Most annoying, I liked having cooked meals placed onto a table ready for collection by a hungry colonist and would like to see this reintroduced.
Quote from: b0rsuk on March 17, 2015, 06:07:13 AM
Snow should make construction a little harder. This includes digging graves, constructing floors and power conduits. Currently you can build wooden floors outside, under snow, without removing the snow. Basically I want constructing on snow to require the extra step of removing snow. "Dusting" level would be allowed.
I like it.
Quote from: benben471 on March 17, 2015, 09:14:37 AM
Quote from: M on March 17, 2015, 06:35:29 AM- Relationships:
And maybe if friends are doing the same tasks together like hunting or contructing they have increased benefits. (increased work speed and increased experience gain)
I have thought about inter-colonist relationships before, given that double beds exist, and would like to see something implemented. I wouldn't expect to have any interaction or say with the colonists relationships and who they're formed with, though it would be good to be able to separate troublesome colonists if necessary. Relationships would allow for a whole raft of additional features and changes. For example, colonists in relationships could sleep together in the same bed, with suitable mood buffs/debuffs if their partner is/is not sleeping next to them, significant debuffs if their partner dies and decent buffs when they're together. There could also be the possibility of them having a child that would grow over time, starting with being a useless screaming meaty foodhole and gradually transitioning through stroppy teenager and into adulthood. Their skills/traits could be derived from a mix of their parent's skills/traits.
Quote from: Zorroexe on March 17, 2015, 10:28:57 AM
*Energy accumulator - building beside energy source buildings will, generate x% amount of energy of that energy building, *highest one*
Wat?
Quote from: Zorroexe on March 17, 2015, 10:28:57 AM
*Artillery Installment - a energy version of current mortar but automatic and doesn't consume shells but energy per shot (maintenance energy & energy per shot different), slow projectile speed, weak damage, low accuracy.
So, a mortar that's unmanned, not as powerful or as accurate as the current mortars (strewth, it'd never hit anything!) and requires electricity instead of ammo? Sounds useless to me.
Quote from: Zorroexe on March 17, 2015, 10:28:57 AM*Standing, Semi-Kneel, Lie-down mode. From left to right reduces the accuracy of enemies' fire.
Could do, though I'm not sure how that would be represented with pawns that have no arms or legs.
Quote from: Zorroexe on March 17, 2015, 10:28:57 AM*Hostile Flying Enemies (Humanoid/ Animals/ Alien)
I hope we get a Tunguska-M1... ???
Quote from: Zorroexe on March 17, 2015, 10:28:57 AMAdd 'Collapsed rock' falling inside the shelter when a mortar shell/shot land on the mountain/ Overhead mountain shelter of that specific area.
I like it.
Quote from: Monkfish on March 17, 2015, 11:03:21 AM
Wat?
-Example: Building a energy accumulator next to a sonar generator will make that specific energy accumulator to provide a fixed amount of percent of that energy. (x% of 1,700 W)
So, a mortar that's unmanned, not as powerful or as accurate as the current mortars (strewth, it'd never hit anything!) and requires electricity instead of ammo? Sounds useless to me.
-It's just an suggestion, for the balancing point of using energy instead of ammo, it should be slow & weak, to prevent spamming. I guess the next set of balanced-set would be slow projectile (manual target), decent accuracy & weak damage.
Could do, though I'm not sure how that would be represented with pawns that have no arms or legs.
-idk? Maybe standing = current model? Semi-stand = legs bend or crouching down? Lie-down = body down, face looking forward?
*I Suck in Quoting.
Quote from: Palladine on March 10, 2015, 08:05:48 PM
Is it possible to add a function to manually transfer a stack of items into a specific location? Something like click on an item, right click on a location to create a hauling task? It'd be fine if it only worked on areas zoned as stockpiles or something, especially if it's a designation tool like hauling and hunting-- that could work something like how moving groups of drafted pawns work. It'd be a lot easier to organize resources and stack things that, for some reason, the colonists refuse to stack properly, among other things.
Also, someone suggested a "prioritize until done" task earlier on-- I don't know if it's what they intended, but if not, it would be nice to make that a designation tool as well, so you can prioritize building entire rooms or structures.
I like it.
And how about to put a hunting zone (like the home zone)? Whatever an animal enters the hunt zone, the hunter goes for a killing.
An stock pile like you said with a X times the hunter goes to hunt or until have x on the stock pile.
Sound cheep to add. But I am not a programmer
-a bill for the butcher table that will automatically tag animals for hunting if they are within X distance of a butcher table.
-prioritize butchery over cooking. this provides more cooking ingredients which allows cooks to prepare better meals. otherwise they'll waste time and ingredients cooking low tier food.
Horses! Or other rideable mounts
Quote from: Darkhymn on March 16, 2015, 12:29:04 AM
Quote from: CheeseGromit on March 15, 2015, 05:22:08 PM
It's been bothering me for stone creation since I started playing. Now it's bothering me for food storage when trying to keep quantities of meat and herbal medicine in a freezer with a crop production that exceeds demand. I've created three separate zones to work around this.
Cycle your crops. If I notice I've stored 2000 potatoes, I'll usually go ahead and turn my farms to medicine production for a time, or devilstrand. I also usually have multiple freezers. One for medicine and one for food.
Apologies for off topic.
Do it the way Dwarf Fortress does it - a growing zone has it's crop set seasonally.
So you set what to grow in Spring, what to grow in Fall, what to grow in Winter (if aynthing) and what to grow in Summer.
Setting up a zone is 3 more clicks, but it manages itself after that.
How about fruit trees? Retexture the fast growing jungle plant and have it so that once its grown you can collect lots and lots of food every 5 days or something.
Also maybe some sort of item comparison screen. Select two items and click a "compare button" and it will tell you al of their stats next to each other for comparison. Very anoying having to remember all the stats.
A tag or tags in BiomeDefs to affect herd sizes, throughout the year or just during the cold months.
Quote from: johiah on March 18, 2015, 09:29:04 AM
How about fruit trees? Retexture the fast growing jungle plant and have it so that once its grown you can collect lots and lots of food every 5 days or something.
I was about to post it right before tree farming was removed. You would harvest fruits from the tree, but you could also chop it down for wood.
-----
Small animals should have a very hard time damaging your head and parts of body far from the ground. You could make an exception for very agile animals like squirrels, maybe rabbits. But tortoise poking your eye out ?
-Adding of weapon Cooldown reduction depends on shooting level. If youre newbie - you spend a lot of time to reload and shoot again. If youre master - why the hell you should aim for 3-4 seconds? You killed thousands of enemies.... Maybe that should depend on distance. On short distance its easy to aim, and on long distances you should spend more time to aim.
-Poison? Why not. That guys from the villages will have poison darts. If they get you - youre going ill because of poison. That can make gamestart harder if you cant just avoid this darts. Also - poison artillery shells. Just drop it, xplode and... they all will feel bad. Maybe just stats reduction, maybe ill and death.
-Of cource everyone wanna height levels to dig down and build some floors.
Tazers - Melee ranged, high-tech equipment with a high cool-down that incapacitates raiders.
Artefacts - Art that can be found in old buildings (makes them all less empty when I'm looking for cryptosleep caskets). Perhaps even old high-tech devices like neurotrainers could be found in the same way but, they could have a lesser effect.)
A Colony "Direction" Tab would be cool.
A tab in which you could select things like:
- All Equals: no pro and cons
- Hierarchy: One is the Head of the colony (bonus and malus) and there could be 2 or 3 other ranks (with respective bonus and malus) and the player could be able to give custom names those ranks. Rising or lowering a colonist rank would lead in better or worse mood etc.
- Council: A group of colonists is in charge (bonus and malus) and others are "citizens" or "newcomers" (bonus and malus). Some sort of Seniority System.
- More: add more...
This feature would add great replayability and customization to games.
Firefighting and cleaning neurotrainers would be nice.
*Security Mood buff: +Mood when there's a certain amount of security installed (regardless of On/Off), -Mood when there isn't much when pass the first year.
~Safe: i feel safe around all these security installed
~Very Safe: i could sleep well now.
~Not Safe: we need more security to protect us.
~Extremely Unsafe: I feel we could get wiped out any moment now.
*Siege Debuff/Buff: + or - mood during siege events. + when countered enemy siege attempts, - when under fire.
~Siege Countered: We countered them!!
~Siege Under Fire: We'r living in fear of those Mortars!
* Monkeys should randomly move loose items a few tiles. If you leave your wood, steel or item stockpiles in the open, they will throw it around several tiles.
* It could be hilarious if monkeys could pick up guns and randomly shoot them all around. These are 5500 monkeys, and they can observe.
A warning if a colonist is about to run out of blood. Ideally a combination of blood loss and rate. E.g. "At this rate your colonist will die in half a day"
A blood transfusion operation/action could also help. Donate 20% of The doctors bloos to the patient or something like that.
Quote from: b0rsuk on March 21, 2015, 05:24:11 AM
* Monkeys should randomly move loose items a few tiles. If you leave your wood, steel or item stockpiles in the open, they will throw it around several tiles..
+1
If a pawn is below a certain temperature, bring down his speed and work rate. Main reason for wanting this is having climatised prison cells where even if they snap they wont have the energy (All used in heating themselves) to go bat shit crazy!
Making molotovs at brewing benches could be interesting, though admittedly beer isn't that flammable.
Bionic spines! Horrendously expensive--we're talking 2-10 AI cores here--but give +20 to all the wonderful things having a bad back penalizes and replaces Bad Back and Frail.
Also, possibly Bionic Body--for someone too near-death to fix or scarred up. (Would have Life Support in the head, along with Brain. Only way to permakill someone with a Bionic Body would be to take down one of those.)
Quote from: hector212121 on March 22, 2015, 02:22:49 PM
Bionic spines! Horrendously expensive--we're talking 2-10 AI cores here--but give +20 to all the wonderful things having a bad back penalizes and replaces Bad Back and Frail.
How about an exoskeleton ? You would wear it instead of a parka/jacket/duster. The Japanese are building prototypes already, why can't a trader sell them in 5500 ? Instead of making them horrendously expensive you could just make them wear away. Here's a Korean one. (http://spectrum.ieee.org/img/mg22329803900-1_1200-1407219821285.jpg)
Heads on stakes - Creates a huge debuff to anyone in the area. Most useful on sieges but makes relationships with friendly fractions go down when they see it.
Oh, important one here! NAMING WORLDS!
I have a Let's Play in the works of this(i'll put it in a sig once i get episodes up) and I don't want to put any colonies in my LP world besides, well, my LP colony.
Hope this is simple enough:
In the health menu, in the overview tab you have several body attributes (like pain, sight, movement).
When you hover over them with the mouse pointer you get their working percentage (compared to a normal colonist).
It would be extremly useful/informative if this mouse tip wouldn´t just show the percentage, but also the conditions that increase/decrease this body attributes functionality.
Example:
Movement:
Quote
26 %
Bad Back
Frail
Right leg: Old Gunshot
Or
Manipulation:
Quote
120%
Right Arm: Bionic
* Equip 2 weapons. Make a little button that switches back and forth in the UI when you select the character. Now you can use grenades and switch to pistol when targets get on top of you, or have you're sniper pull out a sword.
Delivering more than 1 meal to prisoners at once.
Make the nickname a few characters longer - I like to give colonist nicknames based on primary/alternate functions like "farmer-medic" and often they won't fit.
Fall colors on trees.
Sculpture quality appearing when zoomed in enough.
New colonist trait:
* sleepyhead - this colonist needs 10h of sleep instead of the typical(?) 8h.
Quote from: b0rsuk on March 24, 2015, 07:22:12 AM
New colonist trait:
* sleepyhead - this colonist needs 10h of sleep instead of the typical(?) 8h.
Omg that's me... (9hrs for me) :D
New traits:
*Fascinating: Chats from this colonist generate better mood effects than usual to other colonists.
*Craven: During battles this colonist will run to his room or the nearest hospital bed if sees allies die or gets an injury.
*Stoic: During battles this colonist will have a positive mood (Immovable) equal to the total of his negative moods.
*Berserker: If a battle occurs and this colonist is affected by chemical moods/effects the colonist will enter a battle frenzy state, gaining great bouses but becoming uncontrollable (would still hit enemies only).
plasteel slag
slag rain
- fiery damage inflicting mortars from the heavens
Outdoor designator. I noted that 'unroofed' counts as indoors and things you buy doesn't drop there, even when inside a trade beacon's influence.
When you dig into a mountain, but don't build a door, call it 'cave' not outdoors. My workers work cooped up in a tiny room inside a mountain all day long, but they never get cabin fever because they are 'outdoors'
Heat lover gets mood bonus in the heat. Cold lover gets mood bonus in cold.
You can fire at a enemy any distance from you. Of course, whether you hit is a different question altogether. Right now, if faced with a weapon of superior range, we need to run out and get closer. I think we should be able to shoot at it with pistols from twenty squares away like cowards if we want.
Chain link fence(found it in a mod, loved it) A cheap wall that provides absolutely no cover. Great for keeping people away from your sandbags without giving them things to hide behind, or generally keeping people in one place while still being able to shoot them as though they where in the open. Unable to support roof.
Mechanoids getting easier to incapacitate. They are war machines. They should not drop dead so easily.
Repairing tools, clothing, etc. So you can have that legendary parka forever.
Choose what you want to use on your colonists/prisoners, so I can feed my prisoners nutrient paste, and keep my fine meal for my colonists, and use herbal medicine on prisoners, but treat my guys with gitterworld medicine, and without a bunch of shenanigans with forbiding/ubforbidding items.
More things for my colonists to drink and be happy about.
Mechanoids have 'mood' and can break down too in certain conditions.
But instead of stuff like 'Hungry' or 'Saw dead body' They would get debuffs like 'In rain'(description: The rain is causing problems with the mechanoid's chips) 'In extreme heat' (description:The excessive heat is damaging the mechanoid's inner workings) 'In water'(description: The water is damaging the mechanoid) 'Damaged'(description: The mechanoid is damaged. It may malfunction), etc
And buffs like 'In cold area'(description: This area has a low temperature, and it is aiding the mechanoid's inner coolers) 'Clean area'(description: This place is clean and lacks little dust particles that can cause errors) and stuff like that.
A rainy, dust marsh during a heat wave would not be a good place for mechanoids.
Harvesting mechanoid brains and using them to treat brain damage.
Fixing broken bones and bad backs.
A extra equipment slot for things that boost colonists, such as hoes for farming, night vision goggles for better accuracy in dark places, frying pan for lower food poisoning chances, etc.
Paintings. Different kind of sculpture that uses cloth, and wood. Also different look.
You can assign a warden to a colonist to talk to them and keep them from going mad without locking them in prison.
Freed prisoners lose their restraints.
Make steam geysers only spawn in places where it is possible to put a geothermal generator on them.
Raiders attempt to avoid turrets. Sorta.
Fuses to protect against short-circuiting, and a way to protect against solar flares, such as coating devices with plasteel or something. Events that have possibly crippling effects yet cannot be prepared against sucks. It really does.
Two very simple to implement ideas:
1) On the Work Overview tab, when mousing over something that has multiple relevant skills, show each relevant skill. For example, with hunting, instead of showing the average, which is not particularly useful, since the colonist can only be equipped for melee OR shooting, not both, so show us both skills separately when we mouse over.
2) On the Work Overview tab, allow the list to be sorted by colonist skill level when clicking a work type. In this case, for work types with multiple associated skills, sort by the average.
Pretty sure this would have already been requested, but I'm going to suggest it again just in case;
Different lock states on doors. Because REASONS.
Unlocked - Anyone can open the door; colonists, visitors or raiders.
Locked (Friendly) - Colonists and visitors can open the door. Raiders cannot and have to beat it down.
Locked (Colonist) - Only colonists can open the door. Visitors cannot pass and raiders have to beat it down.
Locked (Everyone) - No-one uses the door.
There are a few different scenarios in which these different lock states could be handy. A prison, for example, could have an unlocked door that leads to a walled, unroofed, compound so that prisoners can stretch their legs but remain in custody and not have any outdoor/cabin fever debuffs. Another door could be left unlocked such that raiders enter the base via a room that's... warm. :-X
Animals would also be incapable of operating a door owing to a distinct lack of opposable thumbs, hands, or a brain capable of figuring out doors. Though, having said that, if monkeys are in the game they could open unlocked doors and leave them open. Fun times!
A 'tool/apparel' stockpile that lets you choose quality/durability of stuff put in the stockpile, so we don't have to shift through hundreds of shoddy parkas you stripped off dead pirates to find that one masterwork parka to give your colonist.
Add a warning for world deletion saying that removing the world will cause the colonies created in that world to be unplayable.
Areas which are outdoors but roofed (thin rock roof etc) should be colder than outdoor areas with sky above.
Squares adjacent to a geyser should be warm even in winter.
I want to be able to:
- disable a Growing Zone without deleting it. Sometimes I have enough food for a while and don't need the harvest right now. But I may want pawns to finally get that Xerigium, so simply disabling Growing on Overview:Work screen won't work.
- shrink existing areas, including Growing Zones and stockpiles.
A negative thought for being unable to do things, or having efficiency at less than 100% 'Having trouble with (whatever it is they're bad at)' with a message like 'My injuries are making it tricky to do (insert action) It's a little annyoing'
Then a slightly bigger mood debuff for under 50% like 'Having major difficulties with (insert action)' with a message like 'I find it nearly impossible to properly (insert action). It's really making me feel useless'
Finally, a bigger debuff for being unable to do something entirely 'Unable to (insert action)' 'I'm completely unable to do (insert action) I feel like a invalid.'
Not sure if it's cheap, however I was playing with another person watching and they asked if the soil would be enriched after a fire. I'm not sure how the soil system works, but my idea would be to have the fire create rich soil that would be depleted in a season, or a year, or perhaps even one crop.
Smelling, an ability tied to the nose, affecting the likelihood of both making bad food (for cooks) and eating it (for everyone). When your master chef gets his nose bitten off by a squirrel, it will have some actual effect in the game. It could also change how strongly someone's mood is affected by "observed rotting corpse" and "ate fine meal".
Gear overview:
An additional tab showing the gear (and wear/quality) that colonists are wearing. Currently, one has to check each colonist in turn for a knackered clothing debuff and it's quite the tiresome task for large colonies and people with debuff/gear OCD. The overview could also feature a checkbox to set whether a warning appears on the right if a colonist is wearing knackered stuff.
Should be simple enough to do, all of the information is available, just needs some UI to display it.
EDIT: Also, I'm sure this has been suggested before, but wear shown on items when zoomed in as well as quality.
Make colonists prefer to mine while not under a roof, if possible.
Trying to remove thin rock roofs is dangerous without micromanagement, as it is now.
LOOK LOOK LOOK LOOK LOOK #KONY2012 LOOK LOOOK
LOOK AT THIS RITE HERE!A crafting bench or alter or what-ever that causes an event to happen
I.E using your coms to hail a trade ship but has a chance to bring raiders or something along those lines
Quote from: Monkfish on March 25, 2015, 12:53:24 PM
Pretty sure this would have already been requested, but I'm going to suggest it again just in case;
Different lock states on doors. Because REASONS.
Unlocked - Anyone can open the door; colonists, visitors or raiders.
Locked (Friendly) - Colonists and visitors can open the door. Raiders cannot and have to beat it down.
Locked (Colonist) - Only colonists can open the door. Visitors cannot pass and raiders have to beat it down.
Locked (Everyone) - No-one uses the door.
There are a few different scenarios in which these different lock states could be handy. A prison, for example, could have an unlocked door that leads to a walled, unroofed, compound so that prisoners can stretch their legs but remain in custody and not have any outdoor/cabin fever debuffs. Another door could be left unlocked such that raiders enter the base via a room that's... warm. :-X
Animals would also be incapable of operating a door owing to a distinct lack of opposable thumbs, hands, or a brain capable of figuring out doors. Though, having said that, if monkeys are in the game they could open unlocked doors and leave them open. Fun times!
Addendum!
Whilst musing about how to solve the problem of restricting access to alcohol for high risk colonists, I thought of an addition to the above;
Locked (Restricted) - Would only let permitted colonists through.
Though that doesn't work when you consider the colonists carry a key that opens all doors, so perhaps the doors could be brought into the 51st century by using swipe cards or some other form of scanner rather than a key to open them for permitted persons.
Also, allowing raiders to take a dead colonist's key/card and use it to open doors would be fun. :-X
Quote from: Monkfish on March 27, 2015, 04:43:14 PM
Also, allowing raiders to take a dead colonist's key/card and use it to open doors would be fun. :-X
Hey, that's actually a brilliant and scary idea !
Indeed. I can just imagine it now; Got a neat killbox set up, a large raiding party lands and catches me with my pants down, killing a random colonist who snuck out to collect something worthless. Raiders grab the key and let themselves in through the side door. A total shitstorm happens.
New suggestion DP!
Things killed by force targeted turrets should automatically be unforbidden.
Its probably been mentioned already but, a daylight sensor. Like when im playing the game and my guys wake up and go do their daily jobs they leave their rooms with the lights and heaters/Air Conditioning on, and it wastes some energy that i could be using for later purposes. Maybe this idea could be transformed into some sort of enemy sensor for turrets, like for when enemies aren't there the turrets are in sort of off until needed in a few minutes state and when the enemies attack they turn on, without the need to be turned off or on by the colonists, and start attacking the enemies. I think about this sort of stuff way too much :P sorry cx
Add a possiblity to randomly choose landing location - sometimes i can`t decide which bio/terrain i want to play so...this will be quite helpfull :D
Giving prisoners clothing OF YOUR CHOICE.
So, you know, you can actually GIVE them psy-foil?
Display the Outdoor Temperature in a clearly visible spot.
Bonus if color coded for hot, normal and cold.
Most of the time I don't know what the temperature is at a given time.
So place a hint.
Checking the temperature inside of buildings and the freezer should still be managed by the
player. But the hint, the overall temperature of the day, should be clearly visible.
Quote from: Nuggerath on March 29, 2015, 02:20:15 AM
Add a possiblity to randomly choose landing location - sometimes i can`t decide which bio/terrain i want to play so...this will be quite helpfull :D
And on top of that, a "Quick Start" button on the home screen. Click quick start, choose difficulty, start.
Quote from: b0rsuk on March 27, 2015, 05:19:10 PM
Quote from: Monkfish on March 27, 2015, 04:43:14 PM
Also, allowing raiders to take a dead colonist's key/card and use it to open doors would be fun. :-X
Hey, that's actually a brilliant and scary idea !
That's an awesome idea. I'd really like to see this.
-Heat Converter, giving out more energy when the temperature it's in is above a certain threshold (average room temperature), have to be outdoors.
-Freeze Converter, *same as above*
-Harvest organs/ parts/ limbs from dead bodies (yet to rot)
-CPR, tried to revive dead colonies, visitors, raiders. (dont work when missing heart or head)
Intermediate:
-Air Transports. (allies, your own, enemies)
-Mobile Turret/ Base (a vehicle which can deploy and pack-up w/o the need to deconstruct)
-Planetary assault, attack from enemy spaceships.
-Under ground creatures, by-pass walls, hostile.
-Ocean. (Under water base, maps, ocean creatures "hostile, neutral", Underwater energy generator)
Is it possible to create a "suspend" designation for constructions that temporarily stops colonists from trying to complete them without canceling them outright?
Also, being able to order colonists to stay and do work only in certain zones, a la DF burrows, would make keeping workers organized easier, especially for certain scenarios.
Allow some zones to have the options "put X amount" That way, I can put food for my prisoners near the prisoners and some meds too.
Would work great with mortar shells aswell.
Quote from: SSS on March 30, 2015, 11:26:41 PM
Quote from: b0rsuk on March 27, 2015, 05:19:10 PM
Quote from: Monkfish on March 27, 2015, 04:43:14 PM
Also, allowing raiders to take a dead colonist's key/card and use it to open doors would be fun. :-X
Hey, that's actually a brilliant and scary idea !
That's an awesome idea. I'd really like to see this.
This idea has an easy, too easy counter: lock colonists up, never let them out. To which I say:
- let visitors betray you.
If a visiting faction is relatively friendly with you, but has a better standing with another faction, it might decide to sell them access to your impregnable fortress.This could be done literally, by making them wait and open the doors when the raid comes, or make them steal (pickpocket, even) a key from one of your colonists. Or they might decide to break a power conduit.
I came up with an idea from playing Xenonauts and referencing their tactical combat. I don't know how hard it would be to implement it, but a small change where colonists can avoid friendly fire from a certain amount of tiles away would be very helpful in base defense and such. There's too many times where I find myself losing a game not because of the enemy forces, but because of friendly fire. Realistically, you could fire over someones shoulder if they're crouched in front of you.
Actual "assassins":
Basically a pawn type that carries a "lockpick", which acts the exact same way a key does but has a different aesthetic and description to it...
Carry a knife/shiv/whatever stabby melee weapon to stab colonists in their sleep with :D
Notes:
- Preferably an "assassin's are assassinating your colonists" event that you get no warning for; otherwise this idea is semi-useless :/
- The pawns should be balanced to the point that only a few of these guys come even in the late game (not hard to do, really...)
- Decently rare event, so that people are constantly scared that they are going to be stabbed while sleeping, and will also leave people off guard for when they do come ;)
-----
What this offers to game play: CHALLENGE
- Killboxes are typically kept shut-down, except during raids due to their high power consumption. This unannounced event would offer a challenge to players who rely on killboxes to protect themselves.
- All colonies can no longer rely on their silly doors to protect them from an enemy threat while they take their sweet time to prepare themselves for what's coming... It would take a very observant player to notice the incoming assassins.
-----
I feel like this idea is reasonably cheap :)
Unless we can order guards and patrol shifts, manually drafting and drafting guards would be a horrible pain in the neck, and it would be really annoying to keep a eye out for them without micro-managing or staring at the screen till your eyes bleed.
Or people could just keep a turret or two running in their killbox to catch assassins.
Oh, speaking of which, how hard would it be to have the ability to post guards? Guarding could be a job, just like any other, and people on guard duty will walk around their designated rout, and give warning when hostiles are seen.
It could be helpful at times, like when enemies are preparing to attack or something, you could enlist some guards and you won't have to worry that you're soldiers will be in the wrong place at the wrong time.
Also, this could let us have surprise attack events(where enemies attack without warning) without forcing players to surround their base with turrets or micromanage all day long.
And a few more.
I think there should be a 'work region' of sorts, and pawns will only look for work in that area, unless told otherwise(ex: A cook will only look for food in the work region. Even if there is a shipment of meat outside the zone, they won't go for it. Haulers will also not go get it, unless you tell them to manually.)(of course, some jobs, such as hunting, will not be effected by this)
Also, pawns should only seek food from the home region. When I unforbid those survival meals that fell off a pod, I don't like only having one brought back because everyone all went out to eat them.
Finally, I think it would be nice to have a 'forbidden' zone that pawns will not go to for any reason. Maybe have it be possible to choose which pawns go in, so we could, for example, make a room for collecting and butchering human corpses, and forbid all pawns but our psychotic cook from going in.
Another Cheap but very usefull one :
The option to let a growing region lay fallow without deleting it.
So the rest of the crops can grow out, but there is no replanting.
And when you need the area again just turn it on, not rebuild it.
Quote from: AllenWL on April 01, 2015, 12:53:28 AM
And a few more.
I think there should be a 'work region' of sorts, and pawns will only look for work in that area, unless told otherwise(ex: A cook will only look for food in the work region. Even if there is a shipment of meat outside the zone, they won't go for it. Haulers will also not go get it, unless you tell them to manually.)(of course, some jobs, such as hunting, will not be effected by this)
Also, pawns should only seek food from the home region. When I unforbid those survival meals that fell off a pod, I don't like only having one brought back because everyone all went out to eat them.
Finally, I think it would be nice to have a 'forbidden' zone that pawns will not go to for any reason. Maybe have it be possible to choose which pawns go in, so we could, for example, make a room for collecting and butchering human corpses, and forbid all pawns but our psychotic cook from going in.
These zones have been suggested several times. Also, an update to the change log says that colonists can be assigned to production tables. Which is nice.
IDEA! (unrelated)
Colonists, when going to bed, lock the door to their room so that they can have undisturbed sleep. Perhaps an "allow colonist locking" option on doors would be an effective way to control whether a door is locked or not (for example, if you have communal rooms you wouldn't want the first colonist in locking everyone else out).
Walking on grass should damage it. That way, if you had squares pawns cross all the time, they would naturally turn into paths.
I want Rimworld to be a first person shooter. The game just gets boring, please make it a good first person shooter in WW2 setting, like Call of Duty. Maybe Kevin Spacey wants to help you, I've heard he is short of money.
Shouldn't be that hard to do, so I post it here.
Visit my youtube channel, my name is bYYtcheZKILLooor2005 and I make cool videos of cod.
-Danger zone that colonists won't enter when eg. an alarm is toggled
-Extended research tree and prerequisite buildings/items for future items. If i were shipwrecked somewhere with only a gun and some food I have no idea how I'd immediately be able to build a wind turbine without specialized tools or ways to process steel.
-Visitor zones. It would be good building areas to try to tempt visitors to stay. Also, some visitors may decide to attack as well.
-Small groups of attackers that don't trigger an alarm when entering the area.
-SAM turrets to protect a small area from drop ships
-Ability to eventually have bionic/prosthetic versions of almost all body parts(I know some mods do this already)
-Option for fog of war (I know this isn't preferred by Tynan but hear me out) If we had this option you could add a sight skill, watchtowers, trip sensors,cameras and eventually maybe satellites. Guard duty, patrol zones and like i mentioned earlier, surprise attacks from smaller groups would always keep you on your toes. If small groups eventually set up little starter camps on the map essentially stealing resources on your map it could be incentive to patrol around and take out competition or even possibly have good relations with them. Also, the crashed ship part, mortar attack and large scale attack could just show a blip on your map so you know the general area.
Quote from: b0rsuk on April 01, 2015, 11:52:15 AM
Walking on grass should damage it. That way, if you had squares pawns cross all the time, they would naturally turn into paths.
I like this one. +1 from me.
New diseases:
- AIDS - weakens blood filtration, making curing other diseases a lot harder. and can be cured by syntetic hearth transplant, there's a chance of it spreading after contact with infected blood, some colonist will have it from the beginning.
- Cancer - Will randomly develp in one of colonists from time to time. It will start from one organ and then attack the others, making them less effective, can be surgically removed when in early stages, after that you still need to get medicine, so it doesn't return, but if don't treat it properly after some time it will permamently damage organs and in worst cases whole organs will need to be removed.
- Diabetes - Colonist needs to eat even when not hungry, Organs will start to fail if you don't, when it happens you will need to give him medicine as fast as you can along with some sugar-rich meal. It will pass after few months (or years), you can also transplant a liver.
- Kidney Stones - From time to time a colonist will have attacks of extreme pain combined wtih very poor manipulation and moving abilities, it can pass by itself (medicine will increase the chances), but sometimes it will develop further and you will need to surgically remove it, sometimes you will need to remove whole kidney.
- FISHING: Colonists would sit by one of those ponds/lakes for about 20 seconds and would have a 50% chance of catching a fish, or maybe something like Silver.
I'll post this on the suggestion forum as it's own topic as well.. Discussion replies should go there to keep from cluttering up this thread. :)
Disclosure:
First off I'm basing my suggestion off code viewed from a de-compiler. So if I get something wrong, blame JetBrains.
Second: My understanding of the de-compiled code seems to indicate Map.PathGrid is used to calculate physical traversal speed AND the best path when a colonist chooses the route to take? If I'm wrong about that second part then my idea is bunk and ignore me.
Can you add a PathGridModifier Dictionary to the Pawn class? PathGridModifier will be an int[MapSize] that contains a cost modifying signed int, or maybe a dictionary keyed by cell indices? I guess depends on if you care about processor speed or memory usage?
Anyway then Modders/Devs call a method to add a PathGridModifier object that contains cost modifiers (positive or negative) for specific cells on the map to represent psychological preferences.
The method returns a generated hash key the modder can save and use to access their Modifier object later.
Next, refactor calls to the Map.PathGrid's get. If the function wants a physical pathgrid leave it alone so they get the unmodified one for traversal reasons or whatever.
However, If the function wants it for path choosing purposes, then they call an overloaded get method that accepts Pawn. The method then iterates through the dictionary doing matrix adds to PathGrid and returns the modified PathGrid. (Possibly caching the result?)
Make the ImpassableThreshold constant public. Add new constants for varying levels of like/dislike for a cell.
ie. Dislike, Hate, Avoid, OhGodPleaseDontMakeMeGoThere (That's just so different modders have common an idea of what numbers to put in their PathGridModifier.)
That's the cheap idea. It should be fast and then the modders can go crazy. The following ideas are not cheap. I'm including them to give other modders ideas and to point out this change will make them easier to implement if you decide to do it.
Use Examples: (Note, when I say cost here, I mean the psychological cost, not the physical cost. Defining a traffic zone won't change how fast the pawns move, just whether they want to go there or not.)
Safe Zone:
I thought of this idea because it seems to be the cleanest way for me implement a safe zone as a modder. You draw the zone then create a modifier object that adds ImpassibleThreshhole + OhGodPleaseDontMakeMeGoThere to cells outside of the zone for colonist Pawns. Unless someone else seriously reduces the cost penalty of those unsafe zones, the Colonists will stay inside since the outside will seem impassible to them.
It'll keep them inside, but if a trapped colonist is about to starve to death, and if starving adds a modifier object that reduces the perceived cost of all cells evenly, then he'll make a break for the colony's Food stockpile. Figuring it's better to get shot than to starve to death.
Preferences:
You can now easily change a pawn's preference when choosing a path. IE. If pawn is below a certain mood threshold, then reduce the cost of cells based on beauty. He'll take a longer more beautiful route to his next job.
Increase the cost around corpses for non-antisocial pawns. They'll now path around corpses because they don't like them.
Reduce the cost of cells closer to the colony/home region/squad flag. Now colonists will path through the home zone as much as possible before breaking out into the wild.
Reduce cost of cells near a friendly Pawns, greater reduction if hostiles are on map. Safety in numbers.
Reduce/Increase cost of cells near socially Liked/Hated pawns. The prosto-phobe colonist ducks into the Dining hall to path around your full bionic colonist because he doesn't want to see those nasty limbs. Or a colonist takes a longer path to walk with a friend he likes when headed outside to harvest crops.
Increase the cost of rooms with a single colonist sleeping in them. Jobs inside the room are less attractive? (not sure because the job giver code was gibberish from the de-compilier) At the very least colonists will use the hallways instead of charging through some poor guy's room now!
Player controlled pathing:
Create a traffic zone. The traffic zone reduces the cost of those cells for colonists. Colonists will now prefer path AROUND your temp controlled rooms instead of through them.
Desperation:
Reduces the cost of all cells evenly based on how likely a pawn is to die from X. Or how desperate they are for some alchohol or maybe they're just lonely.
Maybe the colonist doesn't want to go there (or through there,) but IT'S THE ONLY WAY TO NOT DIE. Time to take a deep breath and go for it.
What do you think?
Edit: Almost forgot, you'll want to add a hard impassible flag to the PathGrid object's cells, when adding cell modifiers flagged cells stay at impassible. Although maybe if the colonists scared enough they'll keep trying to claw their way into the mountain because the other paths are just that bad muhahahaahah. Sorry DF sadism moment.
Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.
So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.
Here are some examples:
� Barbed wire: A building that slows down movement.
� Molotov cocktails: Grenades that start fires.
� Assassin: A raid from one super-powerful raider.
� Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
� Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
what about that prisoners can work for you as a slave
How about a bunker? Gives 90% cover and has 5000 hp, but costs 2000 steel. Can house 5 colonists at gun ports, who take a penalty to accuracy.
Being able to auto strip a dead body before cremation.
Being able to choose whether you're cremating a rotten corpse or a non-rotten corpse.
Add water system water
Quote from: hector212121 on March 29, 2015, 08:10:56 AM
Giving prisoners clothing OF YOUR CHOICE.
So, you know, you can actually GIVE them psy-foil?
You technically can just drop that stuff on the floor of the room they are in and if they are naked they will auto pick it up and wear it.
But stripping prisoners, taking the clothing away before they put it on, then making your colonist take over the clothing you want is such a hassle to manage....
Make colonists not take things from hoppers. I put that food there so we could have it for emergencies, not so my cook uses it on lavish meals.
One cheap thing I could think of that I haven't seen suggested yet (although I haven't gone through all 126 pages yet) is for the row showing the silver at the top of the trade window to stick when you scroll down.
As it is now, we have to scroll all the way up every time we want to see how much we're spending/getting and how much we or the trader have available.
I would suggest filters as well, like "select all items with durability of 50% or less" or something similar, but that might be a bit more than half a day of programming.
Quote from: AllenWL on April 07, 2015, 05:16:30 AM
But stripping prisoners, taking the clothing away before they put it on, then making your colonist take over the clothing you want is such a hassle to manage....
Make colonists not take things from hoppers. I put that food there so we could have it for emergencies, not so my cook uses it on lavish meals.
Make a seperate room for your hoppers and put a door as the only entrance, then lock it.
So many cool ideas here, hope this hasn't been suggested before but anyways ;D
My suggestion...
As you zoom in or over certain activities or benches ye hear sound affects. I like to have the heart rate moniter "beep" sound when near or zoomed over crypto caskets and/or medical beds. Woooooo nailed it! A10 here we come baby! :P Stay beautiful people!
Quote from: TheMuffinMan on April 07, 2015, 06:15:57 PM
Quote from: AllenWL on April 07, 2015, 05:16:30 AM
But stripping prisoners, taking the clothing away before they put it on, then making your colonist take over the clothing you want is such a hassle to manage....
Make colonists not take things from hoppers. I put that food there so we could have it for emergencies, not so my cook uses it on lavish meals.
Make a seperate room for your hoppers and put a door as the only entrance, then lock it.
Or simply remove that food from the bill in the cooking table, or click on the food and press F (or the Forbid button), or any of the plenty of other methods of not having your colonists take the items, rather than changing the function of something that's not supposed to be a safe anyway.
Speaking of which, a safe or vault would be nice. Like a drop zone, but your colonists won't pick anything up from it unless it's the last place that has those items. Unlike regular drop zones, the vault zone should be filled up first and taken from last.
Quote from: morphman on April 08, 2015, 04:09:30 AM
Quote from: TheMuffinMan on April 07, 2015, 06:15:57 PM
Quote from: AllenWL on April 07, 2015, 05:16:30 AM
But stripping prisoners, taking the clothing away before they put it on, then making your colonist take over the clothing you want is such a hassle to manage....
Make colonists not take things from hoppers. I put that food there so we could have it for emergencies, not so my cook uses it on lavish meals.
Make a seperate room for your hoppers and put a door as the only entrance, then lock it.
Or simply remove that food from the bill in the cooking table, or click on the food and press F (or the Forbid button), or any of the plenty of other methods of not having your colonists take the items, rather than changing the function of something that's not supposed to be a safe anyway.
Speaking of which, a safe or vault would be nice. Like a drop zone, but your colonists won't pick anything up from it unless it's the last place that has those items. Unlike regular drop zones, the vault zone should be filled up first and taken from last.
I think you guys are just being lazy ;)
It's a bit of micromanagement, but these things are simply done by just setting up the priorities right and making use of the forbid function if needed. A forbidden stack will still be used to drop stuff in, but not taken out.
My apologies if this has been suggested (and dismissed) before . I did check the new frequent suggestions post but didn't see it there.
Not sure exactly what constitutes a cheap idea but I'd like to suggest that Falconry be implemented. Falcons would be a very fast deadly weapon that a hunter could use to kill small small beasties like squirrels and boomrats. Ideally the bird would then bring the prey back to the hunter who'd then take it home. Falcons might need to be fed raw meat and live in cages in a climate controlled mews. Most of the details of this sound like a mod but I'm guessing that some of the game mechanics would require a tweak as well.
Along similar lines, a predator drone might make a great weapon. It would be very fast at getting to targets but have very limited firepower and then require a return to home to recharge/refuel. This sounds a LOT more like the type of weaponry space travelers would have at their disposal rather than all the shotguns and so forth. Ideally these could be crafted by the colonists after sufficient research was done. I'm guessing that plasteel and/or Uranium might be required in their construction. There has been much discussion about alternatives to kill-boxing... this might be the start of an alternative.
Pred Drones might be a bit much, basic birds might be too little, but the eagles from middle earth would be awesome.
treadmill as powersource. Needs to be manned, obviously.
Make it just strong enough to power either a stove or a comm panel.
treadmill powered turrets would be hilarious btw.
Big build project like a massive weapon that can blow up the sun. Then use a depressive neurotic psychopath to threaten the other factions that "they either be nice or we blow up the sun" as a end game possibility. So sorry if I have wasted any ones time but I hope ya got a laugh out of it. ;D
Quote from: Havan_IronOak on April 08, 2015, 09:15:06 AM
My apologies if this has been suggested (and dismissed) before . I did check the new frequent suggestions post but didn't see it there.
Not sure exactly what constitutes a cheap idea but I'd like to suggest that Falconry be implemented. Falcons would be a very fast deadly weapon that a hunter could use to kill small small beasties like squirrels and boomrats. Ideally the bird would then bring the prey back to the hunter who'd then take it home. Falcons might need to be fed raw meat and live in cages in a climate controlled mews. Most of the details of this sound like a mod but I'm guessing that some of the game mechanics would require a tweak as well.
Along similar lines, a predator drone might make a great weapon. It would be very fast at getting to targets but have very limited firepower and then require a return to home to recharge/refuel. This sounds a LOT more like the type of weaponry space travelers would have at their disposal rather than all the shotguns and so forth. Ideally these could be crafted by the colonists after sufficient research was done. I'm guessing that plasteel and/or Uranium might be required in their construction. There has been much discussion about alternatives to kill-boxing... this might be the start of an alternative.
I like this idea, the falconry part specifically, though I wouldn't go with something as large as a predator drone but a small 1 time use "suicide" drone wouldn't be a bad idea. And would be prefect for giving boom rats a taste of their own medicine. And for balance it would only do half the damage of a hand grenade while being slightly more accurate against raiders.
More colours of carpet like yellow, white(umm dunno) and black please. There is only so many patterns ya do with 3 colours so more would rock! Nailed it Woooooo! A10 here we come baby!!
Stay beautiful people 8)
This seems like it would be incredibly cheap to do... Make it possible to uninstall art so that it may be moved around. I frequently reassign quarters as my colonists progress in their lives. It would be nice if they could take their favorite art with them.
Quote from: Regret on April 08, 2015, 10:54:07 AM
treadmill as powersource. Needs to be manned, obviously.
Make it just strong enough to power either a stove or a comm panel.
treadmill powered turrets would be hilarious btw.
I LOVE this idea. I've often thought we'd be better off if they sold TV's that could
only be powered by treadmills.
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
This seems like it would be incredibly cheap to do... Make it possible to uninstall art so that it may be moved around. I frequently reassign quarters as my colonists progress in their lives. It would be nice if they could take their favorite art with them.
You can, just sell it, tell a constructor or anyone to do it and then geet someone to install it again where ever
Quote from: Havan_IronOak on April 10, 2015, 02:32:21 AM
Quote from: Regret on April 08, 2015, 10:54:07 AM
treadmill as powersource. Needs to be manned, obviously.
Make it just strong enough to power either a stove or a comm panel.
treadmill powered turrets would be hilarious btw.
I LOVE this idea. I've often thought we'd be better off if they sold TV's that could only be powered by treadmills.
Hah, yes.
It would open up the possibility of ditching renewable power sources deep in the research tree, but that is for the long term.
Quote from: Turps on April 10, 2015, 03:05:51 AM
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
... Make it possible to uninstall art so that it may be moved around.
You can, just sell it, tell a constructor or anyone to do it and then get someone to install it again where ever
Not sure I follow you... How do I sell it if it's installed in someone's bedroom? It's not near any of my trading beacons.
I'm very very new to this game. Am i missing something (else) obvious?
Quote from: Havan_IronOak on April 10, 2015, 10:14:00 AM
Quote from: Turps on April 10, 2015, 03:05:51 AM
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
... Make it possible to uninstall art so that it may be moved around.
You can, just sell it, tell a constructor or anyone to do it and then get someone to install it again where ever
Not sure I follow you... How do I sell it if it's installed in someone's bedroom? It's not near any of my trading beacons.
I'm very very new to this game. Am i missing something (else) obvious?
He's referring to the dollar button in any of the build menus "Deconstruct" or whatsitcalled
using that on installed are will dismantle them and so you can move it around/install it elsewhere
Quote from: Shinzy on April 10, 2015, 10:55:26 AM
Quote from: Havan_IronOak on April 10, 2015, 10:14:00 AM
Quote from: Turps on April 10, 2015, 03:05:51 AM
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
... Make it possible to uninstall art so that it may be moved around.
You can, just sell it, tell a constructor or anyone to do it and then get someone to install it again where ever
Not sure I follow you... How do I sell it if it's installed in someone's bedroom? It's not near any of my trading beacons.
I'm very very new to this game. Am i missing something (else) obvious?
He's referring to the dollar button in any of the build menus "Deconstruct" or whatsitcalled
using that on installed are will dismantle them and so you can move it around/install it elsewhere
Sorry Havan Ironoak my bad I see the dollar sign and well bad slang and thanks Shinzy
Make all enviroment related mood buffs/debuffs (Spatious/Cramped Interior or Ugly/Pleasant Enviroment) not vanish while sleeping.
You dont forget where you sleep ;) Or you could in-/decrease the rest effectivness acorrding to the buffs.
New trait. Vain
needs to wear clothing that is of good or better quality. Or they will get clothing debuff.
room needs to have an average beauty above 3.0 or you get the ugly debuff.
an off set to this could be a bonus to art and crafting levels.
Idea, we have camp fires, how about fireplaces that we can reload with wood.
This would give us something to do with extra wood and a heat source that is perm, but doesn't use power.
Wondering if it'd be possible to allow manually rewiring devices, clicking auto reconnect is nice sometimes but when it comes to the switches i really need a way to wire items through it without destroying every conduit in the area.
Prisoner relocation - making a prison zone with priority so we can move prisoners using priority to designate the new one over the old one then adding a relocate option to prisoners.
Also relocating items instead of destroying them, like when i make a prison i tend to have 4 beds in it to save space but afterwards want it moved. This might still destroy the item but then the priority would be rebuilding it immediately with the same resources. If needed put it into small packages marked with the item name and increase amount of packages depending on size of object or resources needed.
Quote from: Turps on April 10, 2015, 12:01:23 PM
Quote from: Shinzy on April 10, 2015, 10:55:26 AM
Quote from: Havan_IronOak on April 10, 2015, 10:14:00 AM
Quote from: Turps on April 10, 2015, 03:05:51 AM
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
... Make it possible to uninstall art so that it may be moved around.
Thanks for that! I was afraid to "deconstruct" a work of art that had had so much labor go into it. But the deconstruct button did just fine.
You can, just sell it, tell a constructor or anyone to do it and then get someone to install it again where ever
Not sure I follow you... How do I sell it if it's installed in someone's bedroom? It's not near any of my trading beacons.
I'm very very new to this game. Am i missing something (else) obvious?
He's referring to the dollar button in any of the build menus "Deconstruct" or whatsitcalled
using that on installed are will dismantle them and so you can move it around/install it elsewhere
Sorry Havan Ironoak my bad I see the dollar sign and well bad slang and thanks Shinzy
A reorganisation of the tech tree would be nice.
Just starting out with some overarching subcategories:
Biology
Production
Basic Power
Defence
Communications
And then sensibly reorganising the current research topics into something that isn't as all-over-the-place would be pretty good. It'd definitely deal with the clutter, and it could add a little more depth to the game.
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
This seems like it would be incredibly cheap to do... Make it possible to uninstall art so that it may be moved around. I frequently reassign quarters as my colonists progress in their lives. It would be nice if they could take their favorite art with them.
you can move your placed sculptures. use the deconstruct "x" the sculpture is moved to your stockpile, then you can place it in a new place. The deconstruct destroys the pedestal, not the sculpture. The sculpture is returned to you.
Fire suppression system.... basically just a lamp object that sprays water and has a blue bulb instead or something.
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Cheapest idea i have which is totally WORTH DOING...
Pause on yellow / red letter option
1) Add an option for the date that displays in the lower right corner of the screen to be in the format Day ### instead of the MMM DD YYYY format. When months don't have the traditional number of days the date as displayed becomes somewhat misleading. Its also in keeping with the "castaway" nature of the game that they'd be keeping time in terms of some type of tally since awakening rather than via a calendar that they sort of lost track of when entering cryo-sleep.
2) Change the way that power switches are displayed slightly ... When one is in the architect menu and has clicked on power conduit, switches show up as being an open circuit whether they are or not. They should show as an open circuit when switched to the OFF position but as a closed circuit when they are switched ON. This MAY be a bug as it DOES sometimes seem to work that way sometimes.
New storage option: Allow clothed corpse.
Just like Allow rotten corpse, this would be an extra option you can put on a storage (like a stockpile) to allow or disallow corpses before they have been stripped.
If we had this option, we could set up a stockpile next to a crematorium with Allow clothed corpse turned off to ensure we're not burning any gear and stop having to micromanage the crematorium.
Hello, my name is Alex and I made an account just to suggest you some ideas for the game. I really enjoy RimWorld and you deserve all the support you can get. I've been thinking how cool it would be to attack other factions and steal their resources, I know it's not cheap, but it would add a more strategic feature to the game. It would also be a good thing if colonists could MOVE an object, it's pretty annoying when you have to either destroy or "sell" the object and make another one in the desired place.
Alex, that aint exactly cheap...
Also before positing ANYTHING in this Subforum please read here Frequently Suggested Topics (http://=https://ludeon.com/forums/index.php?topic=12024.0). I have seen some people posting samethings as in other topics.
Quote from: wolvern on April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Mines used to be a thing they were removed as they were considered OP. As for the always open doors Why not leave them out unless it's an area that you need closed off otherwise?
Quote from: king komodo on April 12, 2015, 05:32:38 PM
Quote from: wolvern on April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Mines used to be a thing they were removed as they were considered OP. As for the always open doors Why not leave them out unless it's an area that you need closed off otherwise?
Remote controlled door would be better, it could be used to lure the enemy into an oven. (Or freezer)
Quote from: Regret on April 12, 2015, 05:49:48 PM
Quote from: king komodo on April 12, 2015, 05:32:38 PM
Quote from: wolvern on April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Mines used to be a thing they were removed as they were considered OP. As for the always open doors Why not leave them out unless it's an area that you need closed off otherwise?
Remote controlled door would be better, it could be used to lure the enemy into an oven. (Or freezer)
I ma fairly sure this can be done rather "cheap" by modifying the AutoDoor to open when fed electricity and close when electricity is cut and then let the player use the switches... At least until a signal system (and possibly logic) could be added (which is an "expensive" addition).
Suggestion: Make the "blighted crop" event crop type specific.
Reasons:
1) I've heard more than one you-tuber lament the frequency of this event. By varying the crop affected, this would address their criticism.
2) It would further encourage crop diversification
3) It IS more realistic. Blights do tend to affect one species while leaving another entirely alone.
When my hunter seriously wounds an animal he will sometimes get hungry and go home to eat rather than continuing the hunt. While he's gone, the animal dies and when he returns to hunt others, the now dead animal is marked as forbidden. I've had as many as 4 animals out of a pack of six end up dying but not being successfully harvested for their meat.
If an animal dies as a result of being wounded by a hunter it should be retrievable. If not by the hunter, then by one of the colonists who dedicate themselves to hauling.
Mining has been criticized as making the game too easy in some respects. I suggest adding a noxious gas peril That is... a pocket of gases that make certain sections of the underground unusable. These sections could make the colonists sick if exposed too long and these sections could be walled off so that the rest of the mine complex is still usable.
It might also generate a need for a "canary", a noxious gas detector.
Quote from: morphman on April 13, 2015, 02:21:19 AM
Quote from: Regret on April 12, 2015, 05:49:48 PM
Quote from: king komodo on April 12, 2015, 05:32:38 PM
Quote from: wolvern on April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Mines used to be a thing they were removed as they were considered OP. As for the always open doors Why not leave them out unless it's an area that you need closed off otherwise?
Remote controlled door would be better, it could be used to lure the enemy into an oven. (Or freezer)
I ma fairly sure this can be done rather "cheap" by modifying the AutoDoor to open when fed electricity and close when electricity is cut and then let the player use the switches... At least until a signal system (and possibly logic) could be added (which is an "expensive" addition).
Point.
Quote from: Havan_IronOak on April 13, 2015, 03:18:33 AM
Mining has been criticized as making the game too easy in some respects. I suggest adding a noxious gas peril That is... a pocket of gases that make certain sections of the underground unusable. These sections could make the colonists sick if exposed too long and these sections could be walled off so that the rest of the mine complex is still usable.
It might also generate a need for a "canary", a noxious gas detector.
+1
Quote from: Regret on April 12, 2015, 05:49:48 PM
...
Allow doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
I'd like to see this too.
But in the interim...
This can be done in a clunky way by a hauler, have them drop something in the doorway. It takes a bit of clicking but it CAN be done today. Of course once you get a doorstop in place be sure and forbid it's removal.
Or just deconstruct the door.
change power usage on power plants from X/Y to a power bar.
Make dead animals not be forbidden by default. It's frankly quite useless and dumb, and unless you live in a cold place, ends up with many rotting animal carcasses and bones littering the map making places ugly and your colonists unhappy.
I get dead raiders and their things, mechanoids, etc being forbidden on death. It prevents idiots trying to haul in dead pirates in the middle of a firefight, or having really ugly corpses hauled in to your base when you don't have a way of corpse disposal just yet.
But having dead animals get forbidden is really useless, and rather annoying.
A 'incapacitate' order for colonists, which makes them aim at legs and arms rather then the head or torso.
Quote from: Jstank on April 13, 2015, 09:05:44 AM
change power usage on power plants from X/Y to a power bar.
Yes, the way power generated, stored and used is currently presented is not very intuitive.
Rugs made out of leather/cloth adding to beauty. Also door mats reducing dirt dragged into base at high traffic areas IDK made out of heavy duty "plant fibres" from new plant (hemp maybe) or existing plants. This new material could be use in lots of other things like crude but tough clothes or like you know whatever n stuff ;D
Quote from: AllenWL on April 13, 2015, 09:08:29 AM
Make dead animals not be forbidden by default. It's frankly quite useless and dumb, and unless you live in a cold place, ends up with many rotting animal carcasses and bones littering the map making places ugly and your colonists unhappy.
++1 That's a double plus one I like this idea a lot.
Quote
Make dead animals not be forbidden by default. It's frankly quite useless and dumb, and unless you live in a cold place, ends up with many rotting animal carcasses and bones littering the map making places ugly and your colonists unhappy.
Miniguns etc. kill unsuspecting animals as well as enemies. Animals that die this way will not be in safe places. I'd say:
QuoteMake dead animals not be forbidden by default
...except when fighting is going on. This is already recognised by the game and slows down time to 'normal'.
Quote from: AllenWL on April 13, 2015, 09:08:29 AM
Make dead animals not be forbidden by default. It's frankly quite useless and dumb, and unless you live in a cold place, ends up with many rotting animal carcasses and bones littering the map making places ugly and your colonists unhappy.
I get dead raiders and their things, mechanoids, etc being forbidden on death. It prevents idiots trying to haul in dead pirates in the middle of a firefight, or having really ugly corpses hauled in to your base when you don't have a way of corpse disposal just yet.
But having dead animals get forbidden is really useless, and rather annoying.
I second these. Far too many times I have lost colonists due to them running out to pick up mechanoid metal before being systematically butchered by the mechanical foes.
-Argon
Fences that keep animals out, but not people.
Hello Mister Sylvester :)
My idea in short was:
In the randomized character creation window, the right side of the window is mostly empty. That's a great coincidence, because that's exactly where a summary of (all) character attributes would fit in !
It's very tedious to keep skipping back and forth between three characters to see what kind of attribute you're still "missing", or how many of your characters have a certain attribute on high level. Especially considering the randomness, i bet many people keep rolling new characters and every time checking the stats of the other characters back and forth.
There would be quite a number of ways to implement this, but my first thought was: While rolling a random character with his attributes showing on the left half of the screen, on the right half would be a symmetrical list of the same attributes lined up, showing the total numbers of all characters attributes added up.
Edit: Another thought would be, to show on the right side table for each attribute only the HIGHEST any character has. That'd work just as well, maybe even better.
For example character A has 10 mining, character B has 4 mining and character C has 2 mining. Then it would show 16 mining total.
I'm bad at explaining, but i hope you understand what i mean :)
Basically you'd just have to copy the attribute names, the bars, the symbols for learning speed and the values to a second table on the right hand side, where all of the above are summarized. To me, that would make the character creation ALOT less painfull.
Funny fact: After letting the game rest for quite some months, i came back to try alpha 9. And i was thinking about making a suggestion post about how the overview should really show icons for the characters learning speeds (to make choosing manual priorities easier). Few hours later a new version comes out and exactly that feature is implemented. Awesome, it felt like you read my mind. I really love your work on the game, i'm super confident it'll be a great success. It's already alot of fun to play right now !
Greetings Raz
Adding beauty, health(now hitpoints) attributes to leather and cloth as building material for building like arm chair ;p
I'm not sure if anyone has brought this up, and I didn't want to read all 129 pages... lol... but what about multi-level building, have stairs to go up levels or even down levels, support beams to hold your roof up so you don't cause a collapse. Deeper you go the more resources you can find. Also building a ship to leave the planet would look cooler if it was multi-level.
Thank you for your time, and this is turning out to be a great game indeed.
Not sure if this is cheap or not but with the new "taking a walk" thing, we really really need some kind of no-walk zone to at least try to keep them contained and away from raiders/dangerous animals.
Also you should add joy activity where if a map has a body of water maybe bigger than 30 squares or so colonists can go for a swim, however you shouldn't implement that until the no walk zone to keep them from going across the map to swim lol
It seems that my doctor always feeds a patient before stopping his bleeding. This seems backwards to me and seems like it would be an easy fix.
Quote from: Havan_IronOak on April 17, 2015, 09:34:49 PM
It seems that my doctor always feeds a patient before stopping his bleeding. This seems backwards to me and seems like it would be an easy fix.
This is supposed to have been fix in A10, but I have not had the chance to see yet, just fyi incase you are still playing A9
the ability to mount/build certain weapons (like the LMG) on top of sandbags, kind of like a building that can easily be constructed and deconstructed. This could provide a bonus like faster cooldowns and greater accuraccy (because of less recoil), in exchange for lessened mobility and having to leave behind your gun if you have to pull back fast.
To be able to build some kind of look out tower that can be used by colonists as a skill to be scout for dangerous animals or raiders and even have the same tower that can be up gradable for long range weapons to have a greater range for turrets or even bowmen and snipers to have a good pin point location to protect the colony. Thought of this idea when i watched the movie called Troy, where there high walls acted as a look out area for enemy invasions and defense of the city.
add a popup notification on the right side for :
-colonist death
-prisoner death
-when a colonist gains a permanent injury
-when a colonist's apparel or weapon is destroyed.
the current notification for these is not enough, since it's easy to miss them when on fast forward.
A way to copy paste the bill from production item as the cook stove.
So whatever ingredients you chose or mode of production will be copy paste to one cook stove from the others.
Moreover, if we just could select all of them and than modify the bill for all at once that would be nice too!
I keep losing tons of time doing so and it just boring and anoying.
Thank! Hope this will be added!
Make it so colonists will do joy if they become idle, even if the time table is set to work would be nice
Head apparel in a10, please separate out the hat types, all other clothing is listed, but not the individual hats.
- Make the overall movement speed of a colonist the indicator for hauling-ability ;)
Quote from: puddlejumper448 on April 19, 2015, 03:13:10 PM
Make it so colonists will do joy if they become idle, even if the time table is set to work would be nice
Seconded! Also, the game seems to starts slow with the addition of the joy tasks. Might I suggest a three day moratorium on Joy at the outset? At least top up all cryo-slept colonists. The aspects of joy seem really good but are a bit annoying on day 1.
I love the Clear All button when viewing a list of components etc. What I really wish is that there were a Collapse All button right next to it to collapse all the component trees to make searching for something easier.
Quote from: Havan_IronOak on April 20, 2015, 07:37:07 AM
Quote from: puddlejumper448 on April 19, 2015, 03:13:10 PM
Make it so colonists will do joy if they become idle, even if the time table is set to work would be nice
Seconded! Also, the game seems to starts slow with the addition of the joy tasks. Might I suggest a three day moratorium on Joy at the outset? At least top up all cryo-slept colonists. The aspects of joy seem really good but are a bit annoying on day 1.
That makes sense. When waking up after possibly centuries of cryptosleep, finding yourself crashed on an unknown planet and hurrying to protect yourself from hunger and the environment along with 2 complete strangers, throwing horseshoes should not be the first urge.
Job Bill Detail - UI addition?: "Maximum skill requirement" (default to maximum)
Usage examples; Target Practice mod could have "Do Forever" jobs scheduled with a Max shooting skill level so that any colonist below the maximum skill level will practice, others will ignore. A cooking stove can be set for simple meals only and cooks lower than skill 5 cooking will use. etc...
I'm glad to see minimum skill added in A10, lets go the full Monty!
-DeadManWalking
for joy, an archer range, a gun range, dart board, swimming.
So my first idea was a way to maybe breed and keep a certain amount of livestock in which you feed. And maybe later add a feature in which you can get a kinda cloth from muffalo without killing them.
My second idea which will probably be very easy to implement is to maybe make a 'guest' zone which has a certain location you put down like any stockpile zone where visitors to your colony will go for the duration of their stay. Inside this zone you can place sitting areas or even some 'joy' for your visitors which will give the colony a bonus relation with your visitors.
Quote from: aoakeley on April 20, 2015, 02:54:49 PM
Job Bill Detail - UI addition?: "Maximum skill requirement" (default to maximum)
Usage examples; Target Practice mod could have "Do Forever" jobs scheduled with a Max shooting skill level so that any colonist below the maximum skill level will practice, others will ignore. A cooking stove can be set for simple meals only and cooks lower than skill 5 cooking will use. etc...
I'm glad to see minimum skill added in A10, lets go the full Monty!
-DeadManWalking
Or setting the maximal medic skill requirement for those captured pirates who killed one of your best colonist to 0 ::)
surge fails incoming
The "clear all" button could magically transform into an "add all" button, when all ingredients/items are cleared.
Quote from: puddlejumper448 on April 18, 2015, 12:50:59 AM
Quote from: Havan_IronOak on April 17, 2015, 09:34:49 PM
It seems that my doctor always feeds a patient before stopping his bleeding. This seems backwards to me and seems like it would be an easy fix.
This is supposed to have been fix in A10, but I have not had the chance to see yet, just fyi incase you are still playing A9
I'm playing A10 and I just saw this happen again. The colonists wanted to feed the captive before stopping her bleeding.
Hi
What about adding trait - Hunter (or there's one) and person with it will be getting joy when hunting animals.
(personally i'm against hunting animals for joy but in RimWorld it's all about survive so why don't have some fun as well)
BTW 1 post hope not last :)
Please, add an ability to leave a door open for everyone. I miss this simple functionality for combat and conditioning so much.
what about some kind of river or running water system so you can research hydro power or something like that, to build a hydro turbine that generates energy when placed next to a river, or some form of flowing water source.
lights on the ceiling, kind of like in prison architect.
Add Musical Instruments and different types of music, also the ability for colonists to play them for joy (Different types of music will have a different effect). Also maybe a a speaker of some sorts to play music that will affect the colonists (Imagine the speaker playing Ride of the Valkyries in the middle of a raid. It has to have an affect on the colonists XD
Also things like personal hygiene from toothbrushes to bathtubs.
I know that livestock has been mentioned five times already, but I'd like to add this weight to it:
RimWorld has always held a sort of Cowboy Western/Firefly theme to it. With that in mind, the lack of livestock seems like a serious oversight.
...or a sign it isn't a feature easy to program. Tynan is working alone on the whole game you know.
Plus there's so many more serious features we wait for... (basic diplomacy for example)
Has anyone thought of the fact that as gamers we can't buy stuff like an arcade from the Exotic Goods Trader as a potential Joy source?(Atleast i did not see it when browsing through the source and the textures)
Nonsense. Repurpose Prisoners, give each animal Breeding Age and Fertility %, then make it so once a month, if two opposite gendered 'prisoner' animals that are above breeding age are within the same 'prison' area, they have a (fertility A*fertility B)% chance to generate a third animal.
I'd like to be able to flip between characters using an arrow or something on the character screen in the bottom left corner. Not sure if that counts as a cheap idea though, but it looks simple enough.
Quote from: hector212121 on April 22, 2015, 03:03:02 PM
Nonsense. Repurpose Prisoners, give each animal Breeding Age and Fertility %, then make it so once a month, if two opposite gendered 'prisoner' animals that are above breeding age are within the same 'prison' area, they have a (fertility A*fertility B)% chance to generate a third animal.
That would open up possibilities for some truly horrific mods.
Errrr...Tynan and the rest of Ludeon is not responsible for any modding potential that their updates may create. ;)
Quote from: wildeaboutoscar on April 22, 2015, 04:46:33 PM
I'd like to be able to flip between characters using an arrow or something on the character screen in the bottom left corner. Not sure if that counts as a cheap idea though, but it looks simple enough.
I felt the same way and something like that WAS available in EdB's Interface mod but that's not yet ready for A10.
You can still use the alpha keyboard's comma and period keys though to do that.
Warning: Those in the UK should use the full-stop key rather than the period.
I'm loving the new outfits tab but... There should be a wardrobe set up with the kinds of controls that go into the equipment racks. I'd like to have a spare set of reasonably good new clothes on-hand for folks I capture... er, recruit. The clothes I make now all go into my to-sell storage area and that's a bit of a jumble.
adding cook bills for fires
Kind of like the opposite of abrasive. plus x to social interactions.
Excuse me if this is already in the game, but if it is I haven't noticed it:
variable light levels during day/night depending on weather.
You can have a night with good visibility, because no clouds and fool moon
During a cloudy night or storm, you would barely see anything
Similar during the day. Cloudy causes the light levels to change subtly periodically during the day. Also affect solar power production.
Will be nice if miner after finish digging took one load of steel/silver/gold and take it to storage after he finish and decide to go eat or sleep etc (similar as hunters).
itd be really nice if every colonist thought about a bit of hauling when they finished a job an something was nearby... maybe an optional "haul as you go" thing. Same deal for a "clean as you go" option.
Vents need an open/close switch. Would be nice in extreme environments.
Simple armor crafting from the smithing bench would be nice. The steel helmets at least.
Quote from: BarCio on April 23, 2015, 05:30:15 AM
Will be nice if miner after finish digging took one load of steel/silver/gold and take it to storage after he finish and decide to go eat or sleep etc (similar as hunters).
I'd second that one! Actually anyone designated as a hauler should pick up loads en-route to eat and/or rest or recreation.
Two words:Trading slider.
Seven words:Make it scale with what we got.
Rain proof electronics research.
Electronic fires are so stupid and just a waste of my time, they do no damage because they always happen in the rain and it limits where I can build things without being constantly annoyed.
-Removed
Quote from: Muramas on April 24, 2015, 12:16:23 PM
The ability to delete a single stockpile tile, this will let us change the size of the stockpile without deleting the whole thing.
Just use "delete zone"
It will be handy if we can use some combination of keys (maybe Shift) + order to replace walls/rocks, instead of digging/removing and then putting new walls - it will worked automatically so on wall or rock will be putted new blueprint and our colonist will remove and build it - way less clicking and easier to replace some parts of our base in later periods of game i think that it's like that with doors and vents so it's already in game just add combination (shift+order).
I think this would be nice to have:
-Lock table/bill to colonist: for example if I have a psychopath and I get raided and then I want to butcher the corpses, I'd like to have a separate table/bill that I could lock so that only the psycho would do it.
-Glass blocks/doors: Like the normal ones but lets light through, made in the electric smelter using rock chunks.
-More options on timetable: Basically be able to be more specific, like setting hauling, crafting, etc specific times, and maybe an option to set a timetable for a week/couple days, so we could have days more focused on one area.(Maybe not cheap enough for this post)
-Cancel action: I want to be able to stop colonists without having to do "prioritize ...", just click on the colonist and select cancel and he would stop right there.
-If i say prioritize crafting something don't do it once, keep going like you would if this was the activity you would do normally(basically set this temporarily as the highest priority below eating, sleeping, joy and maybe fire)
1. The ability to set your guys to automatically rebuild a campfire when it burns out
2. Fire burning torches. used for both weapons, and also to put in hooks on walls
3. Animal husbandry - Being able to pen animals in and have them multiply (slowly)
4. The ability to set a hunter to auto hunt (do until you have x)
5. Animal domestication - Guard boom rats :)
SOME THINGS I WOULD LIKE TO SEE IN THE GAME
-designate a 'keep clear' area or something like that, where colonists will cut plants and haul items or debris from.
-lights on the ceiling
-a toggle box in the bottom right of the screen which allows you to see the power grid
-windows
-be able to research something which makes lights use less electricity or increases the amount of energy produced by geothermal generators and other sources of power
...and finally, i know these aren't cheap things, but PLEASE add animal husbandry, and maybe make a technology tree instead of just a list.
Quote from: thewoodpecker on April 25, 2015, 10:14:03 AM
SOME THINGS I WOULD LIKE TO SEE IN THE GAME
...
-lights on the ceiling
NOT sure how that would look, but mrofa's clutter mod has floor lights which kinda do the same thing, no? Also there are "porch lamps" that attach to a wall and take no space. And even walls that generate their own light. One of these should meet your needs.
https://ludeon.com/forums/index.php?topic=2541.0
-a toggle box in the bottom right of the screen which allows you to see the power grid
AGREED! This is one of my biggest Grrrr factors. I generally end up going into Architect / Power and clicking on the conduit tool just so I can see what's already there.
-windows (there is a mod for these but I've not bothered. I tend to be a burrower.
-be able to research something which makes lights use less electricity or increases the amount of energy produced by geothermal generators and other sources of power - Energy efficient lights ARE available in the Clutter mod
...and finally, i know these aren't cheap things, but PLEASE add animal husbandry, and maybe make a technology tree instead of just a list.
Quote from: Havan_IronOak on April 25, 2015, 10:31:06 AMmaybe make a technology tree instead of just a list.
As it has been said before , Tynan wants to finish other more important features of the game before refining the whole game. Tech tree is far faaaaar away from being made, we have to stick with the list for a while ^^
Quote from: Sakiel on April 23, 2015, 10:58:55 PM
Vents need an open/close switch. Would be nice in extreme environments.
Simple armor crafting from the smithing bench would be nice. The steel helmets at least.
All i am thinking about is traps useing temps! 1000C should kill any raiders >:)
Not a gaming programmer so I'm NOT sure what's cheap and what's not but...
How about a tab for Prisoners and/or one for guests in the overview section? In the last raid I was able to capture 4 raiders and am nursing them back to health for possible "naturalization" or even 4 sale. I've not sorted out a detention facility yet, and It would be nice to have a better means of managing them than having to go look for which of the rooms I stuffed them in.
Give raw meat a different quality than raw plants.
That way, our guys will eat corn/berries before human flesh.
Alternatively, give cannibal foods their own quality and have it so cannibals consider, well, cannibal foods, to be the highest available
So to a cannibal:
Raw human flesh, lavish human meal, fine human meal, then simple human meal; then as normal
Non-Cannibal:As normal, but all cannibalistic meals are at the bottom; so they'd eat a simple non-cannibal meal before a cannibal fine meal.
I'd like to see some sort of food preservation other than freezing food. This would remove the need of oversized freezers that require lots of coolers and space when your colonies grow to larger populations. Canning food seems to be the most realistic/feasible option. The foods could even still spoil but over long periods of time making them great for emergency situations or a reserve supply for when the long winter months get your food supply low. And to keep this from being OP it could require a meal instead of raw ingredients to be canned maybe even only fine or lavish meals.
I don't know how easy this is but I think it would be great if there was a way to allow prisoners to go through certain doors. Just like a check mark that toggles if a prisoner gets locked in or can pass through, same as our colonist.
This prevents them from getting Cabin Fever, we can make a yard/garden for them to walk around during the day to get them more beauty. It also allows for separate cells and the ability to use Nutrient paste dispensers(Since there is no way to tell colonist to feed certain meals to prisoners I end up giving prisoners fine meals. I'd much rather save the fine meals for my colonist. Plus it saves time as my wardens don't have to keep running around to distribute meals) Currently the only way to use the paste dispenser for prisoner is to make one big complex with multiple beds.
Eventually I'd like to see some kind of prison labor system (plant, clean, art, etc) though that's probably pretty big. I'd be nice if prisoners you can't get to join the colony could be useful. (Other than for the slave traders or the bulk goods trader(if you know what I mean)
Problem: My colonists go out into the wilderness to clean rock rubble around my power lines, wasting time.
Solution: Remove cleaning from home zone functionality completely and create a new zone just for cleaning. Automatically added around new structures just like the home zone, and can be expanded/taken away in the same fashion.
Problem: Colonists are too hot during summer and too cold during winter.
Problem: switching everyone's outfits from my summer wear to winter wear outfits takes too many clicks to do every six months.
Solution: Add a button to apply a single outfit to all colonists at once. Place it on the same level of the 'Manage outfits' button, aligned all the way to the right edge of the window.
Added benefit: This makes it practical to set a war outfit that swaps out cowboy hats for protective headgear. If I get a raid that prepares for a while before attacking, I have time to protect everyone.
Further detail: add a 'lock outfit' button to the right of each line's 'edit...' button to prevent that line's colonist from the mass-change-outfit functionality. My nudists will stay nude, rain, snow, or shine!
Problem: Selling all of the clothing under 50% is a hassle. Click-flick, Click-flick, Click-flick, Click-flick, Click-flick, Click-flick, Click-flick, ...
Solution: add a button to each trader screen that automatically flicks all clothes under 50% to the sell position.
Problem: I want this turret built ASAP, but manually prioritizing a colonist to build it will only get me some hauled steel before the colonist wanders off to go jerk off in his room.
Solution: when a colonist is selected and you right-click a building blueprint, add an option for 'Prioritize working on XXXXX until it's done.'. This will force them to work, putting aside any other needs, even superseding food, rest, and joy.
Problem: I'm playing RimWorld in one monitor while watching YouTube in the other. Suddenly a thunderstorm hits and I can't hear shit from YouTube anymore.
Solution: add a slider in the options menu, between game volume and music volume, for weather volume.
Problem: I missed something. Did one of my colonists just die from a missing bodypart out in the wilderness? The message already faded!
Solution: add a hotkey (`, my choice) to open a window that lets you scroll through all of your recent messages from the top-left corner of the screen.
Problem: I can't tell if something is roofed. The lighting isn't coming down right this time of day... I"m trying to plan my buildings and I can't figure out the roofing! Mousing over each individual square takes too long.
Solution: add a button near the bottom-right of the screen, next to the beauty display, that adds a semi-transparant pink filter over every square on the screen that has a roof over it.
Better Solution: add a button near the bottom-right of the screen, next to the beauty display that's called 'toggle x-ray display'. Turning it off gives you what appears to be a bird's-eye-view of your map, with a new graphic for mountaintops and the roofs of colonist-built structures. This also helps the player figure out what is roofed and what isn't.
Problem: I'm overflowing with clothes and I need to sell them. The RNG gods are too fickle for me.
Solution: add a command when right-clicking the comms console - send up trade beacon. Fullfilling requires hauling 100 steel and 100 silver to the console and building 100 units of work before it goes out. Can be used to request any type of trader.
add three levels of brewing to the brew table, just like the cook stove.
simple brew, 10 hops required
beer, 5 hops, 5 food.
Quality liquor, 10 hops, 10 food.
This is my first post on this forum and I do not know whether the ideas similar to mine have been proposed in this topic, so read and calculate. sorry for my spelling in English.
1.Let's go back to reality, this is the game talking about survival after the accident spacecraft, so let it be. Joy mods destroy true game sense. If it's not, it schould be. 4 example if one of our survivors will watch to much tv, get's dumb faster.
2.The status bar expand to 1000 points, give more modyficators, like God why i shit my pants?
3.Mounting weapons on pods, workbench needed to make powerfull turret, now it look like: shieeet i maked a turret witch a brick of something taken from stone wall.
4. Techtree based on survivors life, like one from glitterworld doesn't know anything about mechanic, but knows a lot about social things. Space mechanics knows everything about their job but don't know anything about planting.
5.Smelters! Mine iron and coal and make steel.
6.Limb transplants and weapon upgrades with minigame to make awesome things or shits.
7.Diablo 2 crafting and enchanting proces.
I have a lot more ideas bigger or smaller, just rate thoes from this post, and we will see.
Something that will help me with so much would be another type of periorty quest for stockpiles, and production tables. A way to say what type of material.
I want/wish to be able to say on the smelter table in the details about smelting weapons to state that they should only smelt these weapons that will give this resources.
this would also be nice for a resource pile as an extra option because I can then place all those weapons, or other items near a workbench or in safe places for later use without getting tons of other crap.
Another idea making it so you can set grow zones to not be used, I keep having an issue with my freezer filling to the point it's full completely of the plants I harvest from my grow zones.
Infinite research for profit.
When the game is finished and everything has been researched, you should be able to research various fields of science and sell your discoveries.
Simple small boxes like organs to place at the beacon.
The descriptions can be vague and amusing like the crafted art in the game.
for joy, reading a book, or tablet.
1.Zone designator for outside joy activities
2.Motes for joy activities that hand over pawn that is doing them
3.Unified variable from ThingDefs in the pathfinder class and in building class insted of Building_Door. (<IsDoor>)
I have been playing a lot of Rimworld lately.
And I love the game but there is 1 thing that frustrates me. Namely the fact that you need to first break down a wall before you can make a new wall, even is it is a natural wall. So the thing I would love to see is being able to give the command to build a wall. And that your collonist would then automaticly break the wall and build the new one without having to give 2 separate commands
Quote from: Avarice on April 28, 2015, 06:35:06 AM
Infinite research for profit.
When the game is finished and everything has been researched, you should be able to research various fields of science and sell your discoveries.
Simple small boxes like organs to place at the beacon.
The descriptions can be vague and amusing like the crafted art in the game.
You mean like Civ's "Future Tech"? That'd be great, yes.
Would like to see filter and 'sell all ' function add to the trade menu, so you can sort out what you want to sell and sell them all with 1 click.
I have two ideas
1. Add a type of cover that prevents passage, like the embrasures of some mods, or at least something like a chain-link fence that slows down enemies by a lot.
Right now, while sandbags are nice, it provides little protection from melee enemies, and enemies that rush past you such as mechanoids or brawlers can easily crumple your entire defensive line simply because there is nothing stopping them.
A barricade that stops enemies from walking right past you while still allowing you to shoot them would be nice.
2. Let prisoners have a joy need again. Before, I could use prisoner joy to keep my guys relatively happy without my warden babysitting the prisoners, and all it pretty much needed was a table and a horseshoe set in the prison.
Now, my prisoners are harder to keep happy then ever, and there is absolutely nothing I can do to make them happier unless I shower them with carpets and royal beds and statues, and really, if I could have all those stuff, I would give them to my colonists. The prisoners keep on breaking down, getting into fistfights, which make others break down, and keep on repeating, then a guy gets a infection and dies.
If we still had the joy need, we would be able to make prisoners slightly more happy, which in turn will reduce the amount of time you put into your prison. I mean, why on earth are my prisoners requiring 1-on-1 counseling to keep sane?
A designated "Cleaning time" on timetable and have cleaning as a random joy option (similar to wandering)
Someway that you can save your presets of tasking your colony when you prioritize task they do according to the task selected. This is where you can choose to either just tick the boxes what a colonists can do in terms of their skills or you just want them to do it i.e doctoring, researcher etc or prioritize each one using a numerical value between 1-4.
I like to have set presets for certain colonist using the largest map and using prepare carefully selecting 8 colonists then just going through them one by one in game selecting each individual colonist order of tasks set.
In the Work screen, add the ability to toggle off/on any job, while preserving the values.
A few things popped in to my mind last night while trying to get sleep. I play a lot of Dwarf Fortress also so some of these you might already be familiar with.
Burrows/alerts: When a "Raid"-alert comes, civilians are restricted to a designated area and soldiers go to their posts. Also, I would like to restrict some colonist movements in other times as well, for example if I don't want my frail back 70-year old hauler go to several day hike to get some of alfabear meat from that crashed pod.
Workshop profile: Restrict a certain workshop to a specific worker. I mainly would use this to separate cooking and brewing, but it would also help to optimize jobs in a bigger colony.
Wells and personal hygiene: Colonists would have a hygiene-meter, which tics down a somewhat every day. Poor hygiene gives a minor mood penalty and a higher risk for disease and infection. If there is water around, colonists would want to wash themselves every once in a while, but if there isn't or the water source if far away, player could research and build a well (not a cheap project!). If it rains, it gets rid of the mood penalty for a short time. Also, exotic goods traders could sell soap which gives "good hygiene" mood bonus and a small resistance to disease and infection.
Impaling: You can execute a prisoner by impaling them to a wooden stake anywhere in your colony. If raiders see it, it is easier to make the flee, but of course impalement gives a big mood penalty to your colonists. Except psychopaths, which my colony currently consist of... ;)
Books and bookshelves: You can buy books from exotic goods traders and colonists will read them for joy. They rarely read the same book twice and non-intellect or poor sighted colonists won't read them at all. Some books could be skill-books and give a small boost to either learning or just give points.
Actual prison: A wall can be constructed that is made of steel bars, rather than solid steel. Warden could interact with the prisoner without actually going inside. I also find it funny that a prisoner in restrains can just headbutt an iron door down.
Animal Bait. Mix of plants and meat. (simply attracts animals)
Animal Repellent. animal corpse (ward away animals)
Got idea from some monkeys I trapped in a cave with a door.
They started just passing out and getting malnourished like it was a planned trap and I wondered why this wasn't taken advantage of yet for player made animal traps/farms.
How about repeatable researches that increase in difficulty each time?
Like a research that increases pick damage by 1(non-adjustable.)
4 times and it would make Pnuematic Picks much, much better...
I quality of life improvement.
How about a button on zones (grow, stockpile...) next to delete and rename that cycle the color of the zone. Not necessary to a random color just the next in line of colors.
/ qwe85
A hospitality system. Visitors can sleep in your guest area (with guest beds), eat your food, use your 'fun' stuff and pay for the whole experience!
I know it's probably a little longer that four hours.
Love the game. I die a lot.
I like Jenk0031's idea above.
For my end, I'd like to be able to designate a "Hunting Zone" where by designated animals who pass into the hunting zone will get automatically flagged to be hunted. Probably best that the flag stay put even if the animal wanders out of the area.
Also I'd like a way to quickly designate a pawn who is having trouble to take the day off. Click the pawn click "Have A Me Day" and then let him recover in his own way
The game keeps getting better and better!
Honestly, really like Rikiki's Caveworld Flora mod. It's simple, fits aesthetically, has some humor, and helps fill in the dark empty space on most maps with some color. It is basically just a few more plants, so not to drastic, and just like Shinzy's More Hair mod shouldn't be that difficult to add in.
Hotkeys so i can group my snipers away from my assault squads and most importantly meaning i can finally properly control my brawlers
Full decomposition. Like, maybe add in Scavenger animals, and occasionally one will pop in and eat some skeletons?
It's kinda irritating that they all sit around.
Also, make it so butchering someone wearing clothes auto-strips them.
Trading beacons (or what) have the ability to create a stockpile around it.
I'd really like to see the same with sun-lamps and growing zones!
Also, perhaps the upgrade of a "smart lamp" that would turn itself off when in lit/bright lit.
It's a waste having a sun-lamp shining all bright during the day, but turning it off/on day after day is such a hassle.
A good idea is an option that allows the player to change whether summer/winter is in June or December for us in the southern hemisphere. :)
With the space around the pawn being calculated with thresholds, you could make pawns claustrophobic, increasing the space required for happiness.
Or agoraphobic so the graph is calculated backwards (cramped is comfortable).
Halve number of mechanoids that spawn in the "mechanoids in top of your base drop" event, even in late game. As for me a single one is blood and fire, 5 are a hard challenge. 20 is unbearable.
Quote from: giannikampa on May 04, 2015, 11:46:33 AM
Halve number of mechanoids that spawn in the "mechanoids in top of your base drop" event, even in late game. As for me a single one is blood and fire, 5 are a hard challenge. 20 is unbearable.
EMP grenades are for that. 20 for me is but a big pile of free materials.
Another suggestion: Indicate exactly how far roofs can reach without collapsing.
Greets ^^ New around here but would like to throw in some idears as well ^^
-- Electro Shock Staff (for catching someone without killing him/her)
-- Cowboy Pants (you know we allready have the hats ^^)
-- Befriend Animal (They go Berserk, why not also be able to get friendly with them? Pets maybe?)
-- A Torch (Lightsource for Mining without electricity)
Also, EMP mortars. Just make a remote home with a artist, keep them supplied with wood, food, and shells and equipped with emp 'nades, and have them draft whenever you have 'mech problems.
Grow Zones should have priorities just like stockpiles. When a blight destroys my plants, I care a helluva lot more about my potato fields than I do about my rose maze.
Related tangent: I would love a decorative shrub/topiary option for grow zones.
In
no order of priority:
- Architect tools. Universal 'drawing' tools to draw different shapes, like circles.
Also make square/rectangle drawing available for wall structures so that they only build on the outlines.
I'd love to see a copy/paste feature as well, but I guess that's a lot more work.
- Building walls in a circle
- Mining in a circle
- Creating stockpiles and growing zones in circle shapes
- Replacing and/or rebuilding orders.
- Replacing a wood wall with a steel wall without having to issue two jobs and spending a lot of wasted time in between.
They would haul the materials for the new object to the location before breaking down the old one, so that they don't have to walk back to a stockpile first. - Moving of objects and zones.
- The ability to select tiles and have them deconstructed to be rebuild elsewhere. (gridtiles obviously, it includes but is not limited to floors. ;))
- The ability to select zones and drag them to another area, whilst keeping the same shape and size if location allows.
- Colonists that are set to hauling, haul construction materials to jobsites.
- Rather than the builders (and crafters) wasting time (IMO) walking to and from stockpiles.
- Constructors only walk to a job if materials are on-site, so they can immediately start building and hop from construction job to construction job without having to haul materials.
- Crafters could have their own working room and haulers would take care of bringing needed materials.
I'm thinking this might not be that practical, might as well have separate rooms with smaller stockpiles set to have specific materials that that workbench might need. It's a bit tricky thinking of a base layout that could manage this efficiently, though. I'm looking for feedback on this one in particular.
- Deconstruction of items to gain some materials back.
- Repairing of items at the cost of some materials.
- Bedrolls, campfires for warmth and cooking, camping rations, mobile simple joy equipment.
Basically gear so colonists that for instance have a mining job far away from home, don't have to spend half their workday moving to and from it. - Colonists deconstruct roofs - or it is done automatically - when deconstructing outer walls, so no roof will collapse if a player forgets to set a no-roof zone first.
I'd love to hear your feedback. :)
Cheap idea, how about letting us leave doors open?
To equalize temperature between rooms, to let in raiders instead of waiting for them to destroy the door for the hundredth time, or simply to save time with the non-powered doors.
I would like to see a Bulk Trader for the Bedrock Gravel Co., a Combat Supplier from Spaceley's Space Sprockets, and an Exotic Goods Haulier from Planet Express. This would serve no in-game purpose but would certainly provide me with a Joy Buff.
How about the ability to search for colonists with particular traits.
For example: You have a bunch of colonists with the pro-prosthetics trait that you want to hilight exclusivly. You click the box type the trait, and it highlights them for you.
I don't know how practical it is, but as a person who's bad with names, it gets tricky to keep track of who has what trait later in the game.
Moving furniture! :D
- The ability to uninstall any single tile furnishings (Lamps, chairs, plant pots). Then allowing relocation (installing) the furnishings without having to dismantle them. Also allows for single tile items to be stockpiled (and sold perhaps). All of the coding is there; you can uninstall art and TVs, just extend that to cover lamps and chairs. I mean, really, is moving an armchair so hard that it costs 25 leather? Plus if pawns can haul a fricken Muffalo they can haul a damn armchair.
- Furnishings larger than a single tile, workbenches, beds, and tables, would be more difficult but still "cheap" to dev. Allow larger furnishings to be moved via a relocate command that is on the bar next to deconstruct. This requires two pawns, and they cooperatively haul the object to its new location. If they are interrupted in haul the furniture is dropped in the nearest available space, if no available space is around in an X tile radius the furniture breaks into a reduced amount of raw resources (less than deconstruct).
I think coding two pawns to work in tandem would be a significant challenge.
Make it so when a pawn with a ranged weapon is attacked in melee he should melee back instead of trying to aim at point blank range for the opponent.
Dunno if this has been requested/implemented...i`m new :)
Quote from: delraith on May 06, 2015, 07:20:35 PM
Moving furniture! :D
- The ability to uninstall any single tile furnishings (Lamps, chairs, plant pots). Then allowing relocation (installing) the furnishings without having to dismantle them. Also allows for single tile items to be stockpiled (and sold perhaps). All of the coding is there; you can uninstall art and TVs, just extend that to cover lamps and chairs. I mean, really, is moving an armchair so hard that it costs 25 leather? Plus if pawns can haul a fricken Muffalo they can haul a damn armchair.
- Furnishings larger than a single tile, workbenches, beds, and tables, would be more difficult but still "cheap" to dev. Allow larger furnishings to be moved via a relocate command that is on the bar next to deconstruct. This requires two pawns, and they cooperatively haul the object to its new location. If they are interrupted in haul the furniture is dropped in the nearest available space, if no available space is around in an X tile radius the furniture breaks into a reduced amount of raw resources (less than deconstruct).
+1
Quote from: amul on May 06, 2015, 10:31:42 PM
I think coding two pawns to work in tandem would be a significant challenge.
It is. It's basically a no-go at this point, so I pretty much just defer any idea that requires this. Because it's extremely difficult.
Quote from: Wild Card on May 07, 2015, 03:03:25 PM
Make it so when a pawn with a ranged weapon is attacked in melee he should melee back instead of trying to aim at point blank range for the opponent.
Dunno if this has been requested/implemented...i`m new :)
That should be the case already! If they're shooting someone who is meleeing them I'd even call it a bug. And put it on the bug forum.
Quote from: delraith on May 06, 2015, 07:20:35 PM
Moving furniture! :D
- The ability to uninstall any single tile furnishings (Lamps, chairs, plant pots). Then allowing relocation (installing) the furnishings without having to dismantle them. Also allows for single tile items to be stockpiled (and sold perhaps). All of the coding is there; you can uninstall art and TVs, just extend that to cover lamps and chairs. I mean, really, is moving an armchair so hard that it costs 25 leather? Plus if pawns can haul a fricken Muffalo they can haul a damn armchair.
This is definitely on my todo list. Along with the 'furniture workshop' where the person actually makes all these lovely chairs, beds, tables, and so on.
Quote from: LittleGreenStone on May 06, 2015, 06:22:37 AM
Cheap idea, how about letting us leave doors open?
To equalize temperature between rooms, to let in raiders instead of waiting for them to destroy the door for the hundredth time, or simply to save time with the non-powered doors.
This is actually already in for A11. Not that it was cheap. It required serious work in the reachability, pathfinding, and region traversal code (especially as room/room reachability pairs are cached). Any code that modifies reachability will tend to be difficult.
Edit : Trait suggestion
Paranoid trait
Always get a debuff when someone join the colony
Do not mind when someone is killed or executed
We need to perform operations on rescued visitors because when he/she lost leg he/she can't leave.
Quote from: Carlsf on May 08, 2015, 11:38:15 AM
We need to perform operations on rescued visitors because when he/she lost leg he/she can't leave.
When you stop feeding unwanted freeloaders the problem solves itself!
Would coding enemies to auto-drop anything with movement penalties when fleeing be difficult or cheap?
Because it seems to me like they should ditch whatever's gonna slow them down so they can get away with their liiiiives
It would be awesome if cooks could be prioritised to choose butchery over brewing if there are no meals billed for production. I mean, they have to walk past the pile of carcasses on their way to the distillery, you'd think they would do something about them before they rot. This would take a major bottleneck out of running an efficient experiment umm.. colony.
Similarly, and I think this might be slightly more difficult, would be if there was some way growers could give precedence to harvesting food crops before drugs, hops, or textiles when presented with two ripe plants. Sometimes, starving victims um.. colonists are to be found determinedly reaping devilstrand when a field of strawberries glistens juicily in the afternoon sun just yards from their feet.
It'd be great if we could put concrete on top of mud. The description for it says we must first dig out a hole for the concrete to go into anyway. This way, silly things like this can be circumvented:
http://imgur.com/gallery/sEkhfar/
Quote from: starryknight64 on May 09, 2015, 12:38:32 PM
It'd be great if we could put concrete on top of mud. The description for it says we must first dig out a hole for the concrete to go into anyway. This way, silly things like this can be circumvented:
http://imgur.com/gallery/sEkhfar/
Isn't that just showing red because of the lack of resources in your stockpile? You should still be able to click it and lay a blueprint, I think (although I am, notoriously, prone to imagining things).
Quote from: Frankenbeasley on May 09, 2015, 12:56:00 PM
Isn't that just showing red because of the lack of resources in your stockpile? You should still be able to click it and lay a blueprint, I think (although I am, notoriously, prone to imagining things).
You can always lay a blueprint independent of what resources you do/don't have. I can't lay down the blueprint for the geothermal generator because of one section of mud I can't get rid of.
- I'm not sure if it's already in but the ability to perform back surgery. Could have a high medicine skill, medical bed or prosthetic requirement.
- A super-duper (and expensive) bionic arm that gives a penalty to manipulation but allows a character to shoot with it!
Maybe make Bone Bugs or something that occasionally eat skeletons?
No more dessicated remains sticking around for centuries!
Quote from: Tynan on May 07, 2015, 07:56:40 PM
Quote from: LittleGreenStone on May 06, 2015, 06:22:37 AM
Cheap idea, how about letting us leave doors open?
To equalize temperature between rooms, to let in raiders instead of waiting for them to destroy the door for the hundredth time, or simply to save time with the non-powered doors.
This is actually already in for A11. Not that it was cheap. It required serious work in the reachability, pathfinding, and region traversal code (especially as room/room reachability pairs are cached). Any code that modifies reachability will tend to be difficult.
I...ugh. Sorry? ^^
Though I do not understand how/why. I usually put a single-tile stockpile under the door so that it remains open.
Implementing it was that hard? Though it'd be...easy.
In Alpha9, I've seen many raiders with both Brawler trait and a weapon in hand. I'm not sure if it's already fixed - I've been playing Pillars of Eternity. Please make sure brawler raiders don't wield weapons.
ranged weapons, you mean?
Brawlers are fine with a mace or sword.
Quote from: b0rsuk on May 10, 2015, 03:06:00 PM
In Alpha9, I've seen many raiders with both Brawler trait and a weapon in hand. I'm not sure if it's already fixed - I've been playing Pillars of Eternity. Please make sure brawler raiders don't wield weapons.
Brawler doesn't limit what a person can carry just how they feel while carrying it. If a brawler is carrying a firearm they just get a mood debuff.
Another easy one: on occasion, whenever a colonist picks up a rock (so long as they're in a desert/forest biome) a snake appears and attacks the colonist!
More events that give insight into the history of the mechanoids.
i wish this game could have an multiplayer online or offline so u can trade stuff to your friends and raid other players capture there bases makin clans doing so much things but it''ll wont happen it'll just be to hard to make a multiplayer game to make.
also should put random bots so you can capture their territory XD and they can raid back higher your base goes the high toughness they'll be
That is the exact OPPOSITE of cheap super. Seriously.
How about a slider to allow us to prioritize specific bills, similar to manual priorities in the overview tab? I'd like to be able to designate making stone blocks as more important than smelting metal slag, for example.
Event "Forest in fire".
Very rare event (5%) during another event "Heat Wave". About 60% of all trees on map catches fire \o/
Quote from: Evilko on May 14, 2015, 09:09:31 PM
Event "Forest in fire".
Very rare event (5%) during another event "Heat Wave". About 60% of all trees on map catches fire \o/
And with the event of a cold snap in winter trees will burst into splinters. Getting stuck in anyone nearby ( have the trees be destroyed and create bullets going out with a special tag that makes them be wood splinters) they would get stuck in people limbs and have to be pulled out by a doctor causing severe pain. Possibly pinning the person to the ground when they are hit maybe?
Look up exploding trees, it happens below at below 30-40 Celsius and sounds like gunshots.
Quote from: Jimyoda on April 30, 2015, 12:50:41 AM
In the Work screen, add the ability to toggle off/on any job, while preserving the values.
This
I don't know if this is a cheap idea or not, but, now that we have quality control for stockpiles, is there any way that we could toggle trade beacons on and off? I like to hold back my best equipment and apparel for colony use, and only sell it if I fall on hard times. I'd like to be able to exclude my finest wares from the sales without having to delete the stockpile and its settings. That way, when I come to selling, especially after a big raid, I don't have to sit there when the exotic trader comes round trying to sort out keepers from chuckers in the trade menu.
Quote from: Jimyoda on April 30, 2015, 12:50:41 AM
In the Work screen, add the ability to toggle off/on any job, while preserving the values.
Yes, this one in particular is a great, not cheap at all one!
Add a bit of sub-logic for builders. If they end up having to haul as part of building, allow them to consider hauling a full load to a storage area as part of the task. I find I'm frequently interrupting builders who are headed across the entire map to get 20 or 40 steel when there is an empty stockpile nearby. Bringing back the extra steel certainly takes no more time and is MUCH more efficient.
I understand that some builders are not haulers and perhaps this extra should not apply to them but most of my constructors are haulers as a lesser duty.
big animals should contain double meat, butchering them should last double the time.
Add a wall type that insulates against solar flares. The wall type would require steel and would be a small but steady electric current drain. Solar flares are a magnetic effect and Earth is generally protected from these by the planet's magnetic field.
Hydroponics rooms are MUCH too vulnerable to Solar Flares in the current game. There ARE mods that incorporate something along these lines already but they could be more elegantly incorporated into the overall game.
Quote from: giannikampa on May 16, 2015, 05:18:18 PM
big animals should contain double meat, butchering them should last double the time.
Bigger animals
do give more meat and leather then little ones.
Quote from: AllenWL on May 17, 2015, 01:35:51 AM
Quote from: giannikampa on May 16, 2015, 05:18:18 PM
big animals should contain double meat, butchering them should last double the time.
Bigger animals do give more meat and leather then little ones.
yes, i think they should give even more meat.
The ability to cook 3x or 4x meals at once
Ofc x4 or x3 the resouces and time to actually cook
Atm i feel the cook spends more time running to and from storage/freezer than actually cooking and keeps messing with the temperature in the freezer
Makes sense as cook would cook food for everyone at once. Not 1 meal for each colonist. It's riworld not rimrestaurant ;D....
I shouldn't try to be funny :P
Towers: that add range and cover but can collapse by explosions!
taming: get a pet to use it for food (milk) and as a tool of destrucion!
predators: meat outside the colony ? better watch out they try to steal it! (makes hunting more dangerous)
non-warefare equipment: eg.drill, axe
Quote from: Wild Card on May 17, 2015, 05:33:55 AM
The ability to cook 3x or 4x meals at once
Ofc x4 or x3 the resouces and time to actually cook
Atm i feel the cook spends more time running to and from storage/freezer than actually cooking and keeps messing with the temperature in the freezer
Makes sense as cook would cook food for everyone at once. Not 1 meal for each colonist. It's rim-world not rim-restaurant ;D....
I shouldn't try to be funny :P
First... Ever hear of The Restaurant at the End of the Universe?
Multi-meals ARE currently available in a mod, Search for Bulk Meals by Igabod. One starts off being able to cook 4 meals and when the cook's skill goes up and research is done a professional cook-stove that can handle 8 meals is unlocked. Works really well and yes, I never play a game without it. The time taken to cook 8 meals is longer than to cook a single meal but not 8 times as much and the running around is kept to a minimum.
In my current game I've got a frail old cook that moves REAL slow so I've set up two bins one for meats and one for veggies right next to the stove. Since they're marked critical any of my haulers passing by top them off for him. Also I've changed the fine meal work bill to just drop the finished meals. Haulers have been pretty good getting them to the dining room. I have a more mobile guy with an interest in cooking but he just does simple meals so that work bill is still set to take the finished product to the best storage area. (usually the winter freezer)
Never heard of it :)
I`m glad there`s a mod i`m going to look it up right now. i feel it would be useful in the core game...and i don`t think it would take that hard to code...thus following the "cheap idea standard" (but what do i know? :p)
Also i thought it would be fine from an immersion point of view. Your cook or chef or whatever does exactly that...cook and chef and stuff :p not prepare for the rim-world marathon.
End of the day it`s a quality of life improvement for players i think. Nothing game changing. but could be fun, maybe a slider to adjust how many rations get cooked at once ? ( 3 4 5 6) .
The ability to mount weapons on something like a mannequin or something. I don't just want to sell my first few masterwork/legendary weapons. I want them on display and close at hand just in case something really goes south.
Maybe make equipment racks make things unsellable if that isn't done already? I don't use them right now cause they seem useless atm
Quote from: hector212121 on May 19, 2015, 05:05:45 PM
Maybe make equipment racks make things unsellable if that isn't done already? I don't use them right now cause they seem useless atm
Equipment racks prevents from deteriotation.
So does keeping things indoors.
Quote from: hector212121 on May 19, 2015, 05:13:49 PM
So does keeping things indoors.
Equipment racks are mostly a decoration. For me it's just "fun" to create real stockpile without items lying on the ground. Even some floors are kind of useless. Stone floors for example, but still we using floors beacuse they are just looking nice. Some games are nice because they have all of these "useless" things that adds some kind of nice atmosphere.
....
Might I suggest having a red "unburied colonist" thing?
I can't find a dead dude and it's cheesing everyone off.
Not sure if it's easy or hard to do but...
How about a "unforbid it all" button under Orders? It would allow one to drag a cursor select box around the debris left after a battle and then designate the lot as forbidden/unforbidden. As it currently works one must designate each slain raider, each weapon, each meal (or at least each type of meal) separately.
Quote from: Lhoto on May 20, 2015, 08:26:57 AM
Here's an easy-ish one:
Strip corpses before cremating. I can't mention the number of times I've lost valuable gear from failing to manually strip the corpses before they're automatically cremated. Maybe you can integrate it so there's an option to strip or not. As for some ideas on programming, you already have the strip target code set up, so all you really do is find a way to slap that together with cremating (which I think is under hauling, but I'm not sure though).
That is how it is in a10.
I don't know if these suggestions have already been made, as this is a rather long thread. My apologies if they have. (They probably have, as I just got the game, and these are only some ideas from just a few hours of play.)
First, the ability to designate a specific area (larger than a single tile) for cleaning, that would bump it up the priorities list. For example, if one of my prison rooms is covered in blood and/or vomit, I'd like to be able to tell my colonists to prioritize cleaning that room.
Second, the ability to designate prisoner beds for specific prisoners. If a prisoner gets seriously sick, and I have an open prisoner-designated medical bed in the same room, I'd like to be able to tell my colonists to move that prisoner to the medical bed.
Third, the ability to see who has called dibs on a task in the info box in the lower left. For example, if I mark a switch to be flipped, and one of my colonists claims the task, I'd like to be able to see that the task has been claimed, and by who. Ideally, there could also be a button to undesignate that colonist from the task from there, as if a task like flipping a switch has been claimed by someone halfway across the colony, it blocks me from telling a guy standing next to the switch to do it now.
Thank you for the great game. I'm really enjoying it.
Quote from: Jorlem on May 20, 2015, 03:14:48 PM
I don't know if these suggestions have already been made...
Third, the ability to see who has called dibs on a task in the info box in the lower left. For example, if I mark a switch to be flipped, and one of my colonists claims the task, I'd like to be able to see that the task has been claimed, and by who. Ideally, there could also be a button to undesignate that colonist from the task from there, as if a task like flipping a switch has been claimed by someone halfway across the colony, it blocks me from telling a guy standing next to the switch to do it now.
Thank you for the great game. I'm really enjoying it.
This CAN be done in a way... Simply select a colonist and then right click on the thing needing work. If someone has already jumped on that task it will show-up in the right-click menu.
As to getting a pawn to stop one task so that another can do it. Select the pawn with dibs on the task and give him something else to do. That releases the task he has "dibs" on. I generally do a bit of spot cleaning but any task (or drafting/undrafting) will do.
Quote from: Havan_IronOak on May 20, 2015, 03:29:09 PM
This CAN be done in a way... Simply select a colonist and then right click on the thing needing work. If someone has already jumped on that task it will show-up in the right-click menu.
As to getting a pawn to stop one task so that another can do it. Select the pawn with dibs on the task and give him something else to do. That releases the task he has "dibs" on. I generally do a bit of spot cleaning but any task (or drafting/undrafting) will do.
Yeah. That suggestion was more of a quality of life suggestion, to minimize clicks needed. Currently, as you said, one needs to click the character who you want to do the task, right click the task object to see who has called dibs, then click on the overview and then that character's name, then two more clicks to reassign him, and finally two addition clicks to assign the person you want to the task.
It also occurs to me that an even simpler way would be to have tasks that you manually assign simply override whoever has called dibs, automatically cancelling their assignment to the task.
Also, an incinerator option to only allow dessicated corpses (ideally broken down between human and animal) would be very nice. I set up mine to get rid of some deer skeletons, and then I noticed that my colonists were cremating freshly killed muffalos as well, which was rather frustrating.
Quote from: Jorlem on May 20, 2015, 06:46:43 PM
It also occurs to me that an even simpler way would be to have tasks that you manually assign simply override whoever has called dibs, automatically cancelling their assignment to the task.
Also, an incinerator option to only allow dessicated corpses (ideally broken down between human and animal) would be very nice. I set up mine to get rid of some deer skeletons, and then I noticed that my colonists were cremating freshly killed muffalos as well, which was rather frustrating.
I like the overwiting dibs. For the incinerator, if you put the maximum health (normally at 100%) down to 99% on the bill, they wont cremate fresh animals
Have the pawns spawn children if there is the correct mix of genders and the correct age range.
Make corpses spawn Devilstrand spores just like grass does, they only catch on and grow if they land on another corpse though.
This gives us a reason to not bury or burn corpses causing some interesting choices/stories.
It would have to grow much faster than the current Devilstrand though.
Quote from: Claive on May 21, 2015, 01:11:12 PM
Have the pawns spawn children if there is the correct mix of genders and the correct age range.
This is like the exact opposite of a cheap idea! lol.
Walls can be built over with different wall types. Rather than manually deconstructing wood and then rebuilding stone, let me drag a stone wall over the old wood one, with pawns automatically doing the intermediate steps. This would be consistent with how doors are currently built on top of walls. Would make upgrading for material much easier!
I have come up with a few new characteristics:
- Naturalist - like a nudist except for the "slept outside" thought
- Nyctophobia - doubles negative of the "in darkness" thought
- Night Vision - can't get the "in darkness" thought
- Claustrophilia - like a nudist except for the "cramped space" thought
I have others but these are the best of them. :D
Quote from: akiceabear on May 21, 2015, 09:27:57 PM
Walls can be built over with different wall types. Rather than manually deconstructing wood and then rebuilding stone, let me drag a stone wall over the old wood one, with pawns automatically doing the intermediate steps. This would be consistent with how doors are currently built on top of walls. Would make upgrading for material much easier!
Ideally, they'd do these one at a time, to avoid roof collapse.
On a related note, would it be possible to add the hit points and beauty of items to the at-a-glance infobox when building them, to quickly and easily compare different materials?
I don't know if this would be quick enough to implement but my idea is for an end game type scenario.
(You need to add a new component to the ship, storage (maybe both cold and normal storage?))
Once complete and filled, the player launches the ship and is taken to start a new game (generate world or use existing, and pick a starting area).
They can then start again but with all the characters they had and any stuff they stored on their ship.
(possibly allow the ship to land instead of it being destroyed? Or explain that because of its basic construction it was unable to land and only the basic spine survives (which then ties in to resetting the research because AI was lost!) )
It might not be feasible as a quick win but it might be a good way to introduce continuity and re-playability at the same time.
Here's my cheapest idea, it's an event:
1-4 characters from a neutral faction arrive. They get in and steal some food or other basic resources. Only from the moment they grab something a warning messages pops up.
- Now the player has the option to:
1. Attack them. They will run off or fight back (with poor weapons) and won't return
2. Try and arrest them. If one gets captured, they won't return
3. Let them go. They might return to try it again or one day in the future repay the debt
As I see it it's pretty easy to implement. If you attack them or arrest them it will be a 30% odd that they will change their stance from neutral to hostile. 70% that they start fleeing as if raiders do at the end of a raid.
If you let them go there should be a variable that remembers that the colony 'helped' them. there is a 20% chance that they're pitiful and will come back in approx. 6 months - 2 years with a big reward. 80% chance that they are scumbags and will come back next month to steal again
When a item on the group is selected, clicking 'i' or some other keyboard shortcut brings up its info pane.
Screen to view the basic stats of two items (last two info'd/selected) side by side.
Multiplayer would be a great idea :D :D :D
Quote from: 31337 on May 22, 2015, 08:39:35 AM
I don't know if this would be quick enough to implement but my idea is for an end game type scenario.
(You need to add a new component to the ship, storage (maybe both cold and normal storage?))
Once complete and filled, the player launches the ship and is taken to start a new game (generate world or use existing, and pick a starting area).
They can then start again but with all the characters they had and any stuff they stored on their ship.
(possibly allow the ship to land instead of it being destroyed? Or explain that because of its basic construction it was unable to land and only the basic spine survives (which then ties in to resetting the research because AI was lost!) )
It might not be feasible as a quick win but it might be a good way to introduce continuity and re-playability at the same time.
+1 for continuity.
Colonists take x*y materials needed for x crafting jobs with them to table.
Now: Colonists have 5 runs left, each taking 10 materials. Colonist grabs 10 from stockpile, hauls to table, finishes, hauls product back to stockpile (repeats 5 more times).
Implemented: Same as above, but colonist grabs 50 materials and hauls to table, doing 5 runs before hauling all materials back to stockpile.
It may not seem like much, but I spend a large amount of time each game making mini-stockpiles next to each crafting table that holds the ingredients needed for the jobs, just so my colonists don't walk far (can easily waste most of the day hauling otherwise)
More carpet colors, and dying cloth clothes.
Instant death on direct lightning hit. And only personal shield can save, but still character would be heavily damaged and incapacitated.
Saw this game a long time ago. Just recently bought it. Great work, I love it.
I have plenty of suggestions, here's some of the simpler ones.
- Hook hands prosthetic. You've already got peg legs!
- Being able to "rescue" injured colonists who aren't down, but are moving slowly.
- A Closet. Similar to an equipment rack, but it's for clothing.
- Being able to change colonist's clothing selection priority between quality/temperature/defense.
- Being able to mark doors to only open for colonist/raider/visitor/prisoner.
- Lights/Heaters that turn on/off automatically when someone enters/exits room, or alternatively some kind of motion sensor trigger.
This is just a few I have many more.
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
- Hook hands prosthetic. You've already got peg legs!
- Being able to "rescue" injured colonists who aren't down, but are moving slowly.
I definitely want those.
Closet/locker/wardrobe too but I doubt that's "cheap"
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
- Hook hands prosthetic. You've already got peg legs!
Also, pirate hats. We've already got cowboy hats, but what if I want to go full pirate? (Also, the pirate factions should have a tendency to wear these. :P )
I would like to have some crafted archaic armor, such as leather vest/helms, metal chest plates, metal helms. There are archaic options for weapons, but so far all armor is modern. That would see my blacksmith bench get more use too.
Quote from: Evilko on May 24, 2015, 09:04:38 PM
Instant death on direct lightning hit. And only personal shield can save, but still character would be heavily damaged and incapacitated.
You mean they don't turn into xenohumans?Many people have survived lightning strikes in real life. Requiring a personal shield hardly seems necessary. (On the other hand, having a personal shield become supercharged by lightning strikes would be pretty cool, but it probably isn't worth the effort.)
OT: • Pyromaniacs could set buildings and such on fire when they go berserk, rather than attacking other colonists.
• Squirrels could occasionally/opportunistically "attack" nearby buildings, and maybe prefer floors over dirt (to simulate their property-destroying habits).
• Benevolent weather could be nice. For example, windstorm could boost wind power production for awhile. Having an unusually mild spot during the summer or winter would be nice as well.
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
Saw this game a long time ago. Just recently bought it. Great work, I love it.
I have plenty of suggestions, here's some of the simpler ones.
- Hook hands prosthetic. You've already got peg legs!
Why has no one suggested this before, including myself!!!
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
- Being able to "rescue" injured colonists who aren't down, but are moving slowly.
This is just a good idea all around though.
Quote from: king komodo on May 26, 2015, 04:14:01 AM
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
Saw this game a long time ago. Just recently bought it. Great work, I love it.
I have plenty of suggestions, here's some of the simpler ones.
- Hook hands prosthetic. You've already got peg legs!
Why has no one suggested this before, including myself!!!
Because EPOE 8)
I would love to be able to sort my colonists by skill column on the priorities overview. I think the default order should be by sequence of joining the colony, but I'd also love to be able to click on Cooking, for instance, and have them appear with top chefs at the top. Although this isn't essential, once you get beyond a certain number of colonists it can be a pain having to hover over the priority boxes to compare ability.
Also, I find the injury indication strangely counter-intuitive; the closer an injured colonist gets to full health, the more red there is behind their tag. It may just be me, but I still auto-assume that the more red I see the greater the injury or illness and so I will frequently assign my doctors to prioritize treating the colonist with a bruised buttock whilst the newly renamed Legless Larry bleeds out in a bed three feet away. I would rather the red disappeared as they got better.
Quote from: Frankenbeasley on May 27, 2015, 04:13:35 PM
I would love to be able to sort my colonists by skill column on the priorities overview. I think the default order should be by sequence of joining the colony, but I'd also love to be able to click on Cooking, for instance, and have them appear with top chefs at the top. Although this isn't essential, once you get beyond a certain number of colonists it can be a pain having to hover over the priority boxes to compare ability.
I and others have suggested this on Reddit before - and still would love to see this implemented!
Quote from: king komodo on May 26, 2015, 04:14:01 AM
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
Saw this game a long time ago. Just recently bought it. Great work, I love it.
I have plenty of suggestions, here's some of the simpler ones.
- Hook hands prosthetic. You've already got peg legs!
Why has no one suggested this before, including myself!!!
Quote from: gophertuna on May 25, 2015, 04:29:45 AM
- Being able to "rescue" injured colonists who aren't down, but are moving slowly.
This is just a good idea all around though.
+2
Another event: A nearby planet is at war. All weapons temporary go up, but you also get more money in return for selling. Can also apply to other things like food prices going up or down.
QuoteAnother event: A nearby planet is at war. All weapons temporary go up, but you also get more money in return for selling. Can also apply to other things like food prices going up or down.
This is a nice theme for a range of events - droughts on neighbor planets, etc. Nice idea!
How about limb quality?
A Awful bionic might be 75% effectiveness, while a Legendary pegleg('crafting' stat would be Medicine for that, or perhaps you'd have Installation quality and so you'd ALWAYS end up with Medicine determining quality) would be the same 100% that a normal leg would be.
You already have a quality system, though admittedly I don't know how long this might take to code.
I'd like a Random button for choosing a landing site when starting a new colony.
Would it be simple to add in a way to set how large around a hone area is zoned when you place a structure or object?
Allergy. Whenever an allergy strikes, the pawn gets a mild non-lethal sickness. However, it could lower the pawn's immune responses, and complicate things when there are other injuries.
There could be a few types:
- dust/dirt allergy. The pawn is extra sensitive to dirty areas, dirt in indoor areas, particularly his sleeping room. Outside it's not a problem, because of good ventilation.
- pollen/seed allergy: this one is seasonal, and occurs in the growing period, making perma-warm biomes slightly less of a no-brainer.
- food allergy. Cooked meals made from certain (especially plant?) ingredients will make the pawn sick. Nutrient paste is not affected.
- venom allergy. This is really just vulnerability to poison. As far as I know only cobras are venomous right now (?). But some warmer biomes could have creepy, sneaky spiders.
- allergy to cats. Something to keep in mind if pets are implemented. Also caused by items crafted from cat leather.
- Chocolate: Boosts happyness for a while, can only be obtained through traders. Low nutritions.
- Battery Efficency: A simple research which slightly increases the power batteries can hold.
- Gems: Actually rather useless items, but very much worth when trading with htem. Higher chance to encounter them in hot areas.
- Gem Heating: A research which allows you to refine gems, increasing their worth even more.
- Drill: A big machine which requires much power and space. Once set up, it automatically mines stones, ores or gems out of the ground and puts them next to itself. Its most efficent on rocky grounds.
- Mining Laser: This device can be operated by a person with a mining skill of 10 or higher. It slows the wearer down drastically, but it cuts ridiculously fast through rocks or enemy armour.
- Bomb Suit: A heavy and big suit which provides the wearer resistance against explosives.
- Baloons & Cake: These items can be used on birthdays to boost the morale of the team (and especially the person which has birthday) for several days in a row.
- Marijuana: This plant requires much time to grow, but once its done it can be turned into painkillers (gives the user some temporary extra health) or weed (renders the user unable to do anything for 6 hours, but boosts happyness drastically).
- Blackout: A sudden event which disables all of your power buildings. To restore them back to normal, they need to be repaired which takes quite some time.
- Crashlanding: A spontanous event which makes a small spaceship crash in front of your base, leaving a wreck to clean up and 2-3 angry and decently equipped pirates.
Quote from: Bacon Invader on May 29, 2015, 12:10:51 PM
- Chocolate: Boosts happyness for a while, can only be obtained through traders. Low nutritions.
Do you even played in A9 or A10? ;D
Quote from: Bacon Invader on May 29, 2015, 12:10:51 PM
- Chocolate: Boosts happyness for a while, can only be obtained through traders. Low nutritions.
Definitely a cheap idea! Also, Tynan, how about a chess set? ::)
Quote from: Frankenbeasley on May 29, 2015, 12:18:31 PM
Quote from: Bacon Invader on May 29, 2015, 12:10:51 PM
- Chocolate: Boosts happyness for a while, can only be obtained through traders. Low nutritions.
Definitely a cheap idea! Also, Tynan, how about a chess set? ::)
Oh, i already have chess set (ekhem made by me of course)! i can upload it only for 1 dollar!
I like to craft outside, but all my powered craft tables get soaked (especially later in the game when the storyteller seems to be sending storms every other day).
How about a tarp that can be pitched over crafting benches and other things that keep the rain off of what's below them? (This could also increase temperature of items below it if wanted, similar to greenhouse effect.)
Pirates demanding tribute. Probably not a cheap idea, as you need to figure out what partially paid tributes are, and what category of tributes are and what a good time frames are, from generous to bleeding you dry.
Manual priorities start all as level 3, rather than 4. This makes it easier to deprioritize one or two tasks, rather than increase all others, when starting a new game.
Like a raid, but a group of broken rampaging animals or maybe some new 'predatory' (carnivorous) animals spawn, attacking then devouring the nearest source of meat (an animal or a human) whenever one gets hungry enough (like Alphabeavers, but for meat, not trees).
Celebrations: add ability to right-click a dining table with options "Celebrate" or "Commemorate" when there is a birthday or some other anniversary (colony anniversary or colonists' death anniversary), if the player fails to do that on that day people get a negative "missed birthday/anniversary" debuff for a few days
Maintenance: everything should slowly/slightly randomly deteriorate over time (i.e. machines, tables, doors, etc.) and require repairs, this will add aggro in the late game so that you always need one or more "handyman" running aroung fixing things
How about an option to station a colonist somewhere as a sentry? A patrol path or whatever. In the colonists schedule he would patrol during the 'work' hours. It would need another column in the job list (fire fighting, growing, hauling, patrolling). It would save a little bit of micromanaging - if a raid appears at least one capable colonist wont be caught napping. The trade off is that less work in the colony would be done.
If it needed to be developed a little you could have a soldier role, where military colonists sleep in barracks, train, watch prisoners etc. They presumably wouldn't mind sharing a room and they could grab equipment off equipment racks in an armoury.
Quote from: converging on June 01, 2015, 08:22:28 AM
Maintenance: everything should slowly/slightly randomly deteriorate over time (i.e. machines, tables, doors, etc.) and require repairs, this will add aggro in the late game so that you always need one or more "handyman" running aroung fixing things
This actually used to be an in game mechanic several versions ago. It was probably removed for some reason.
Quote from: Sjaa on May 23, 2015, 05:22:07 PM
Colonists take x*y materials needed for x crafting jobs with them to table.
Now: Colonists have 5 runs left, each taking 10 materials. Colonist grabs 10 from stockpile, hauls to table, finishes, hauls product back to stockpile (repeats 5 more times).
Implemented: Same as above, but colonist grabs 50 materials and hauls to table, doing 5 runs before hauling all materials back to stockpile.
It may not seem like much, but I spend a large amount of time each game making mini-stockpiles next to each crafting table that holds the ingredients needed for the jobs, just so my colonists don't walk far (can easily waste most of the day hauling otherwise)
Big yes.. This would reduce MM quite a bit.
Animals marked for hunting should always be allowed for hauling upon death. Quite frequently my hunters will wound some animal, but not outright kill it, so it dies of blood loss some time later. When that happens, the corpse is marked as forbidden for interaction, so it just sits there and rots away, unless I manually unforbid it so a hauler can take it to my freezer.
Checking backgrounds of dead bodies.
We have name and "job" they had, but was that dead body always an assasin? Was he born as slave, or maybe he was asteroid miner?
Maybe as backstory or artificial heart.
Is the character dies (the heart stops), it explode like a granade. Good for brawlers to take some guys with him but bad if someone dies because of some disease in your base or dies otherwise in your base or near allies.
Would stackable weapons, apparel,etc, in the stockpile zone be cheap?
I mean you can stack potatoes and wood logs in the stockpile up to 75 in a square, could you not do the same for something like 5 pistols? or 5 shirts? or 10 socks ?
A power armor could take 1 square, while 5 survival rifles might fit in the same square, dimension wise.
I'm afraid it's not cheap at all, it's even costly.
I remember Tynan say that even if inside a rack/locker, the problem is getting an interface that allow to know and select what's in quick. Plus problem of priority as Pawn reserve the items they are going to carry.
Quote from: Kegereneku on June 04, 2015, 08:09:16 AM
I'm afraid it's not cheap at all, it's even costly.
I remember Tynan say that even if inside a rack/locker, the problem is getting an interface that allow to know and select what's in quick. Plus problem of priority as Pawn reserve the items they are going to carry.
Just to clarify for Wild Card - the reason deeper stacks of those objects it isn't trivial is that the items mentioned (guns, armor) are not all identical - they all have varying quality/condition. A simple solution is just stacking them blindly, which brings the problem Kegereneku mentions. To make the interface handle them elegantly likely takes some serious consideration and testing (not sure about actual programming).
Could they not be sorted by type and quality simultaneously? like 5 terrible t shirts 5 shod pistols etc. ?
Just asking because if this is hard to implement than it defies the point of the thread
Animal Husbandry. I assume an area check if another is close by. Would spawn a new animal of the same kind, but with random or mixed variety of the parents. To reduce CPU load, could also have breeding seasons so only checks certain times. That and limit the search to when there is another creature in the same zone perhaps? Or just have a timer where it searches out a mate after a specific time (least CPU intensive of the ideas).
To aid to a colonists exploit of this, a taser type weapon. The game already has "unconscious" and "emp". The taser would be slow to use, so no good against other combatants, except possibly one. Also could have limited power so only work on smaller creatures. After colonists could then carry animals to zones designated for tame/farmed animals. They would then wake up and start being milked used by the colony.
I doubt the devs will read this, and im not even sure if it has been suggested before
How about being able to negotiate with raiders? They might want silver, all our resources in the stockpile, a random colonist to enslave, or something like that so they do not attack us.
The negotiation might go well or bad based on the social skill of the character that we send to negotiate. The raiders that prepare before an attack might want to negotiate and the ones that attack immediately could stay the same.
To be honest it feels like this should have been implemented a long time ago, i dont feel like it would be too good or too bad, since the raiders requirements can be balanced.
And just another obvious suggestion that is very popular as far as i know, so it wont hurt if i post here. Being able to visit another colonies to make the relation between us better, or to attack and raid them ourselves, possibly eradicating them, generating other colonies around the world. I've seen this numerous times and it sounds too good to be true, i hope it gets implemented before the official release.
Not sure if its an cheap idea but what about some kind of a killcounter for each colonist (seperatet for animals and humans).
Some mechanic that it is possible to force your colonists to go play pool/chess etc.
Quote from: Technical Ben on June 04, 2015, 03:53:43 PM
Animal Husbandry. I assume an area check if another is close by. Would spawn a new animal of the same kind, but with random or mixed variety of the parents. To reduce CPU load, could also have breeding seasons so only checks certain times. That and limit the search to when there is another creature in the same zone perhaps? Or just have a timer where it searches out a mate after a specific time (least CPU intensive of the ideas).
The problem that prevent this from being simple, is the barn. You need a place to store animals when its cold. That might even require new art. You'll also need new plant to grow to produce feed for them.
The other problem that would make this not cheap, is that it would most defiantly require new UI screen.
Quote from: Wild Card on June 04, 2015, 03:32:42 PM
Could they not be sorted by type and quality simultaneously? like 5 terrible t shirts 5 shod pistols etc. ?
Just asking because if this is hard to implement than it defies the point of the thread
Have you seen the trade screen and clothes? Thats it doing grouping as much as possible.
It is not pretty!
True but its just alpha 10. From what i gather Tynan`s recipe for success is making many iteration, u know like improving on what u already have bit by bit. adding more stuff, improving that and so on and so forth
So if it would get implemented (the stacking of more stuff i mean) yes it would be ugly and cumbersome for a few alphas but eventually if will get fleshed out nicely i think ( again we`re just in alpha 10 )
Also my point of view is only valid if this is something that could be added. if it`s not feasible, well than it wont get added
Animals who start a friendship with a colonist will follow him/her everywhere, including the base (and maybe defend him against other animals/raiders). They only go away to eat and then come back.
Just see this guy as his best best friend forever.
Quote from: Wild Card on June 05, 2015, 04:35:41 PM
True but its just alpha 10. From what i gather Tynan`s recipe for success is making many iteration, u know like improving on what u already have bit by bit. adding more stuff, improving that and so on and so forth
So if it would get implemented (the stacking of more stuff i mean) yes it would be ugly and cumbersome for a few alphas but eventually if will get fleshed out nicely i think ( again we`re just in alpha 10 )
Also my point of view is only valid if this is something that could be added. if it`s not feasible, well than it wont get added
This thread is for your cheapest ideas! And anything that would require more then one pass to get it into a suitable state, is not a 'cheapest idea'.
ok mr wiggles if you say so
Quote from: Kraehe on June 05, 2015, 05:24:09 PM
Animals who start a friendship with a colonist will follow him/her everywhere, including the base (and maybe defend him against other animals/raiders). They only go away to eat and then come back.
Just see this guy as his best best friend forever.
Sounds like a backdoor for catsplosion.
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
Quote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.
And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
i would like a new growing zone for shrubberies that they plant and then nurture into walls of foliage that will look nice, in a row, with picket fences. Ni!
IDK about cheap, but it uses existing code so...
is it possible to put priorities onto workbenches? just the same ones as stockpiles, so that i can fine tune what gets done, eg cook > butcher > Brew
or machine table > Smelter > stone cutter
this would be exceptionally useful for mods which add new tables as well
Quote from: jega on June 07, 2015, 10:18:32 PM
Quote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.
And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
I guess coding pawns to loot the corpses wouldnt be that hard
Quote from: Avtomatik on June 08, 2015, 01:19:10 PM
Quote from: jega on June 07, 2015, 10:18:32 PM
Quote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.
And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
I guess coding pawns to loot the corpses wouldnt be that hard
Or the winning party sets all the bodies on fire. You know, like burying them, out of dignity.
Quick idea: raiders "flicking off" power objects they pass. Let's say you have a bunch of generators outside of your colony. Raiders pass them and just turn them off. It seems realistic and doesn't lead to tons of frustration for the player because he has to rebuild everything. Same thing goes for things inside the colony.
Alternatively to above... could it work to have Raider check for Generator, then attack any power line directly linked to them ?
Quote from: Play2Jens on June 08, 2015, 03:47:19 PM
Quote from: Avtomatik on June 08, 2015, 01:19:10 PM
Quote from: jega on June 07, 2015, 10:18:32 PM
Quote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
Also i think it be kinda cool to have a rail system. But its random if you spawn near the tracks or not. But you can make a train station to trade goods and then get a small shipment of silver for what you sell. Idk my personal wants.
At first I thought this was awesome. I thought of two large Groups of Visitors from two factions spawning on your map, armed for war and they attack each other, maybe you could help one side in a massive attack, it would be epic.
And then it occurred to me; say that happened. Even say you did nothing, and didn't interact at all and just got to watch a battle not involving your colonists. If that happened, once it's over and there are a bunch of dead bodies, even if one side captured a couple living ones, that is still the game dumping a lot of money on you for free.
I guess coding pawns to loot the corpses wouldnt be that hard
Or the winning party sets all the bodies on fire. You know, like burying them, out of dignity.
Quick idea: raiders "flicking off" power objects they pass. Let's say you have a bunch of generators outside of your colony. Raiders pass them and just turn them off. It seems realistic and doesn't lead to tons of frustration for the player because he has to rebuild everything. Same thing goes for things inside the colony.
Yeah something like that. and they take what they can from it leaving you like maybe a poor rifle or something along those lines. you can pick throught the crappy weps
Id like to see limbs like arms and legs be harvest-able and stored so they can be replaced without bionics, not everyone likes bionics or can afford them. Since they arnt as vital as internal organs they wouldnt be worth much in trade.
A new armor or clothing type called a gillie suit. People dont notice you until you fire. Deal critical damage in your first shot. A Hold Fire option for ambushes. Related to this would be a camo netting that you can deploy or build, that hides pawns inside it. lets them hold fire, then when the raid is right close they all get critical hits on the enemy. overpowered? maybe, but the enemy can use them too. maybe ambushes wait long after raids finish. that would make a neat new event.
Quote from: JimmyAgnt007 on June 09, 2015, 09:33:06 AM
Id like to see limbs like arms and legs be harvest-able and stored so they can be replaced without bionics, not everyone likes bionics or can afford them. Since they arnt as vital as internal organs they wouldnt be worth much in trade.
A new armor or clothing type called a gillie suit. People dont notice you until you fire. Deal critical damage in your first shot. A Hold Fire option for ambushes. Related to this would be a camo netting that you can deploy or build, that hides pawns inside it. lets them hold fire, then when the raid is right close they all get critical hits on the enemy. overpowered? maybe, but the enemy can use them too. maybe ambushes wait long after raids finish. that would make a neat new event.
+ A cookie! (+1) i love this it be soo neat to see this!
also, limbs shot or cut off in battle have a chance of getting recovered to be reattached or just stored for someone else.
Quote from: JimmyAgnt007 on June 09, 2015, 10:04:10 AM
also, limbs shot or cut off in battle have a chance of getting recovered to be reattached or just stored for someone else.
It isn't so cheap idea :D
Quote from: Zerg HiveMind on June 07, 2015, 10:09:54 PM
Id love to see an all out war. A notification comes up and it says
Whoa 2 factions are waring near you.
Watch out for stray shells. And make sure your colonist done get involved.
+1
Having some random explosions (until the event ends) should be very 'cheap' to do. Huddle your peeps inside. Except for a sprawling colony the shells probably won't hit your structures. With luck you may even have a shell slay some animals - that'd certainly free up your hunter for a bit.
is it possible to limit who can work at what table? i have two tailors benches running simultaniously to keep my colonists adequately clothed, and find that my two tailor enabled colonists leave many unfinished items everywhere
i think ive seen it before but not sure.
Mushrooms, dark caves in temperate or jungle biomes. grow in the dark, transport rotting corpses in to speed things up maybe? edible fungus would be neat.
I would like to suggest that if raiders or cargo pods drop down on top of a part of your base that is roofed, that portion of the base would get changed to an unroofed zone.
Quote from: Jorlem on June 11, 2015, 04:49:51 AM
I would like to suggest that if raiders or cargo pods drop down on top of a part of your base that is roofed, that portion of the base would get changed to an unroofed zone.
+1 i think that would be kinda cool
recolor the spark/flash that personal shields make when they power up to indicate a character has leveled up a skill, perhaps brighter the higher the skill.
sometimes (like hunting) i like to switch off the duty to try and balance the shooting skill across my shooters.
(This is my moved response fromt the change log thread (http://ludeon.com/forums/index.php?topic=3420.msg139430#msg139430).)
Quote from: Tynan on June 10, 2015, 10:16:44 PM
I should separate wolves and wargs, really.
Quote from: skyarkhangel on June 10, 2015, 09:39:52 PM
Quote from: Tynan on June 09, 2015, 09:30:30 PM
Hy, Tynan. Why Wargs textures like Rimwolf?
Let's make this real black angry Wargs! :D
(http://clip2net.com/clip/m54307/b08ef-clip-15kb.jpg)
I agree! I really like the suggested warg sprite art too.
In keeping both canid types, Wolves would be present in the non-desert / non-jungle biomes. They mostly stay in smaller packs than the wargs. They tend to not attack colonists unless they are being hunted. Mostly they hunt the animals on the map in competition of the colonists.
Why not introduce the Coyote too, for the desert and especially scrub-land. Just make the wolf sprite brown. Something that can make the coyote different from wolves is they can sometimes trigger an event that is similar to a psychic drone like affect from their yipping and howling all night. (Ask any non-animal loving rural resident of the southwest US about their thoughts on the coyote.)
Both Wolves and Coyote can be effected by a special event that makes them go rabid / blood thirsty and start killing off all the wildlife on the map, much like the Alpha-beaver event taking out all the trees. (Or perhaps it not be a special event for wargs, but a destructive strategy if the colonists are not leaving their fortress. Or the wargs are simply getting bored waiting for people to stop hiding behind their doors.)
How difficult would it be to implement where Wargs consume their victims? (Thus making them truly horrific.) Or at least making them always kill their victims, attacking even downed colonists? (Unless they are actively being attacked by a war party, focusing on threats first.) This same consumption mechanic could also apply to wolves / coyote versus wildlife. Thus colonists can't simply harvest the carcasses left behind, making them truly need to react to a source of food being impacted.
-Pale
Dunno if they are really cheap, but i have some suggestions:
- I'd like to have automatic hunting. E.g put it on the slaughter table as a job with radius and maybe types of animals to hunt
- Some kind of inventory view. With the ability to click on an item and it jumps to its position (without quality, next click, next location)
- Job overview, lists all jobs set on any table (ability to jump to where the job is set like colonists overview)
- please, PLEASE change the job settings to an interface like trading. If i want the melting furnace to produce up to 1000 metal, i don't want to click the + 1000 times!!
- More traders, at least more opportunities to optain flesh. I have very much silver but always a lack of flesh with greater colonies and already hunted the whole map empty (i do more base building, less fighting!). Also more slave traders, especially also in late game
- In the trade dialog, please fix the silver line, so that it is always visible, no matter where you scroll
Sorry if i'm using wrong wording, i'm playing in german.
Can Mechanoids also get the Sapper AI?
Maybe a new crawler Mech designed to do it or something.
I mean, they are thousands of years old and capable of driving humans to insanity.
I kind of hoped the Sapper thing would be a bigger deal than just 'some raids'.
Would it be possible to add an option for an iterative number to the default save name? Currently, when you go to save, the default save name is the name of the colony. However, if I want to maintain multiple saves of the same colony, I can't just hit save. This sort of automatic numbering already exists for the autosaves, and I think it would be handy to have the option to have it enabled for manual saves as well.
Why don't you add allowed areas for prisoners? Certain doors open for prisoners. that way they can still have their cell but can interact with other prisoners and eat at a table etc.
Please allow something like shift click or ctrl click when you are setting allowed zones to flood-fill a room. This would make it much easier and convenient (this code is already used to draw rooms or cooler/heater/vent areas).
Quote from: sparda666 on June 12, 2015, 01:19:09 AM
Please allow something like shift click or ctrl click when you are setting allowed zones to flood-fill a room. This would make it much easier and convenient (this code is already used to draw rooms or cooler/heater/vent areas).
Yea, but sadly, its not its own function, but instead trapped side the temperature class. (I dont really know where its organized.)
Please add the functionality to change crop type for multiple hydroponics / growing zones at once. I don't know if it's related to the items but when creating large hydroponics bays I'd like to be able to change the crop type for all currently selected as opposed to one at a time. thanks
Small animations for colonists playing chess, or ping-pong at the billiards table would be nice. Doesn't sound TOO difficult, right?
More joy activities/stations, as well as my previous post, animations for them such as the one for horseshoes.
Priority to hauling food instead of what's closest to the colonist.
Hunters haul animal corpses, that they didn't kill.
(hauling animal corpses is = priority for hunters as hunting itself)
Would save me a lot of forcing them to go out into the rain and pick up animals that died in the crossfire of them hunting.
Also, once a hunter shot another hunter's leg clean off.
I've found work around for it but perhaps make an option to make people stay out of other hunter's range when they are hunting.
Quote from: Avsnoopy on June 14, 2015, 01:24:13 PM
Hunters haul animal corpses, that they didn't kill.
(hauling animal corpses is = priority for hunters as hunting itself)
Would save me a lot of forcing them to go out into the rain and pick up animals that died in the crossfire of them hunting.
Also, once a hunter shot another hunter's leg clean off.
I've found work around for it but perhaps make an option to make people stay out of other hunter's range when they are hunting.
On a related subject, animals that are marked for hunting should not forbidden if the die later. For example, if an animal is wounded by a hunter, and later bleeds to death, the corpse is forbidden. This often happens if a hunter incapacitates an animal, but doesn't finish it off.
On a different note, could thunderstorms reduce outside lighting? It is rather odd to see my solar panels working at full capacity while it is pouring rain.
A new job!
A Nurse!
So when I get an influx of flu, I can victims be feed without also being operated on by no skill doctors.
Quote from: Jorlem on May 28, 2015, 07:39:51 PM
I'd like a Random button for choosing a landing site when starting a new colony.
I like that!
Quote from: akiceabear on May 31, 2015, 04:09:51 AM
Manual priorities start all as level 3, rather than 4. This makes it easier to deprioritize one or two tasks, rather than increase all others, when starting a new game.
I like that one too.
Quote from: Jorlem on June 02, 2015, 04:33:13 AM
Animals marked for hunting should always be allowed for hauling upon death. Quite frequently my hunters will wound some animal, but not outright kill it, so it dies of blood loss some time later. When that happens, the corpse is marked as forbidden for interaction, so it just sits there and rots away, unless I manually unforbid it so a hauler can take it to my freezer.
Very smart! Weird that I never thought of it from a designation-focused POV.
It's a shame that colonists are working so hard improving their skill(s) and it happens silently, with no recognition or notice. Whenever a colonist increases in skill level let there be a little (or big and flourishing) sound effect and/or a message that appears in the top message area.
Quote from: Jimyoda on June 15, 2015, 12:34:27 AM
It's a shame that colonists are working so hard improving their skill(s) and it happens silently, with no recognition or notice. Whenever a colonist increases in skill level let there be a little (or big and flourishing) sound effect and/or a message that appears in the top message area.
I removed that long ago because it was spammy, but maybe I could re-add it since leveling up is much rarer now. I'm still afraid it might be a bit spammy, though. Most players don't really care, and if they do they can just check periodically.
Quote from: Tynan on June 15, 2015, 12:37:07 AM
I removed that long ago because it was spammy, but maybe I could re-add it since leveling up is much rarer now. I'm still afraid it might be a bit spammy, though. Most players don't really care, and if they do they can just check periodically.
Maybe just at thresholds like 5/10/15/20? I like the general idea, but every level does seem like too much.
Probably been put in here before, but a research which reduces effect/frequency of solar flare, blight and the power shortage
for slightly less cheapness the ability to build special structures which protect against those events but need a resource to work. i.e a surgebox which stops the power discharge but every power surge blows a fuse(or several fuses depending on the amount of power in the network) the fuses could be made with silver and steel. you're literally paying money to not have things go boom :)
- editing so i don't spam
Global commands.
for example, un/forbid all things. or un/forbid all corpses. un/forbid everything outside X zone.....
just to speed up the clean up process etc
What about adding shelf? It would be for example 2x1 building, looking like weapon shelf (or whatever is it named), and it would work like storage zone, but it would double storage capacity (i.e. 20 meals per space instead of 10).
Of course number could be tweaked (maybe slightly increased), but idea behind this is, that storage spots where all the stuff is placed on the ground looks bad. It would improve how base looks, and could help save some space.
I would reall apreciate if there were some latrines for the castaways to use them as they eat a sack of potatoes every day. Number one and two latrine function ;)
Make it so the weapons you get from the drop pod aren't hardcoded (Survival Rifle, Pistol, Plasteel Knife) but customizable through XML
by adding <weaponTags> such as "startingRifle", "startingPistol" and "startingMelee" on the vanilla weapons and searching through the
thingDefs with those <weaponTags> while determining the weapon drops from the drop pod.
This makes it possible for weapon mods to provide content immediately, without having to wait for invasions before their content is seen.
A mod could add dozens of new pistols without any of them ever being used because the player hasn't used them before and doesn't want
to risk getting a downgrade or doesn't want to read through the stats screen and just keeps using familiar weapons.
I like how outlanders already use weaponTags for this, and it would also be great to have more and better weaponTags to describe weapons
in better ways so mods could rely on weapons being well-described.
The military forces that friendly factions send in to help repel attackers shouldn't attack prisoners. I just had a lone woman from a friendly faction come as help and incapacitate my two prisoners, costing me valuable medicine at a time when my colony has been overtaken by malaria.
Quote from: DDawgSierra on June 16, 2015, 12:15:43 AM
The military forces that friendly factions send in to help repel attackers shouldn't attack prisoners. I just had a lone woman from a friendly faction come as help and incapacitate my two prisoners, costing me valuable medicine at a time when my colony has been overtaken by malaria.
That's just a bug I'm going to fix.
Allow us to make a free-fire zone - colonists will work there but not fire a weapon when hunting. Alternatively, add this as a toggle to the home zone. My goal is to avoid friendly fire by overzealous hunters when pray wanders into town.
Will be a hard fix i'm sure. But have the colonists not stand or run into each other's field of fire when they are hunting or even taking on raiders? Especially when hunting, its quite funny and ridiculous that quite often, I end up with injured colonists when I send more than one to hunt because they end up "accidentally" shooting each other.
Quote from: Euzio on June 16, 2015, 02:41:38 AM
Will be a hard fix i'm sure. But have the colonists not stand or run into each other's field of fire when they are hunting or even taking on raiders?
I don't think so. Really its only goal is to forbid hunting (but not other tasks) within the home zone. Combat is handled manually using draft colonists, so zones don't apply to them at all.
Perhaps more generally - ability to restrict work types in each zone.
I constantly send out 2 to 4 hunters at a time, all good shots, with good quality weapon. Have never had a death via hunting accident. I have had some injuries, quickly healed. I get just as many injuries from revenge events.
And when bullets are arrows, are flying, people get hurt.
Add a toggle to restricted zones: default is work restriction only (current behavior). Toggles sets to travel restriction as well ("Strict restricted zone").
Have raiders attack any external power source (thermal generators, solar panels, wind farms) before attacking the base.
Heck. It would be faster still if they just found the power lines and cut them.
MEALS
you could have different kinds of meals by just changeing the name and texture
I.e makeing a simple meal would produce a sailed or a stake they both do and are the same thing
Cracking game its a dam good alpha be nice to see it in beta form. :)
a ai rival base on map with your colony would be cool.
colony being able to reproduce and gain parental traits.
alien races being able to join the colony new or old. alowing a mixed colony.
a colony mutiny would be fun. one trys to be a leader and rule or infulance the colony.
or make vehicals for defence skirmish fights out of salvage parts.
i love the firefly feel so dam good and being a 40k player love the table top feel in real time superb work.
Legendo1o1. :)
hi, this is my first post here.
i think this is a little idea, this is why i post here:
i want a slider in the options to adjust the gore level.
i mean this realy, i have a nice base in a big mountan and the enemy can dig hours or come from the front. and he come most time realy to the front and its a big sloughter, but not much blood :(
its possiblie to spray like 4 times more? XD
sry, aim not a native english speaker.
Could there be a weapons work bench? A gun could be 're-crafted' so it has the status cleaned/well-maintained for a temporary increase in accuracy or stats. Perhaps it could be 'repaired' to upgrade its quality by one level, with the chance of catastrophic failure that would destroy it completely dependent on shooting or crafting skill?
Battle stations
It would be nice to be able to copy/paste colonist schedules, save them, and invert them (that is, shift all time assignments by 12 hours to quickly switch someone over to the night shift).
I don't know how anyone thought of this yet. I have to say I like the pawn design of the game but:
- Faces should have a mouth which corresponds to their mood.
(Smile when mood is high; look sad when mood is low; angry when berserk; frowned when in pain)
It would be cool to have an event that uses Wargs in a slightly different way.
How about a slaver team with warg dogs. about 3-4 people with 3-4 dogs. They hunt down any available person (maybe, maybe not ally them to pirates - funny to see them steal pirates). They use less deadly weapons, but try to knock someone down and immediately one of the slavers grabs and runs with them. The whole warg team runs when the last human slaver nabs someone and tries to go for the map edge. So if you called in an assist from another colony, chances are they would all be stolen away instead of your guys if there were enough for the slavers.
Bonus - maybe be able to ransom your guys back from the team if they are captured?
i wanna mini-map or radar system
minimap + 1000
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
A "Sync with other identical crafting tables" checkbox for the bills in tailoring / cooking / all the other crafting tables.
Or just following the stockpile way and let us copy/paste bills and settings between tables.
Also maybe a thing that lets you copy settings between different bills.
Quote from: Axelios on June 24, 2015, 05:21:04 PM
Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
that is nice, but we dont have a means to gate access to doors. So its just a trait that waste one of the more expensive semi rare supplies and I imagine most players would just kill them.
Quote from: MrWiggles on June 24, 2015, 09:42:43 PM
Quote from: Axelios on June 24, 2015, 05:21:04 PM
Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
that is nice, but we dont have a means to gate access to doors. So its just a trait that waste one of the more expensive semi rare supplies and I imagine most players would just kill them.
Then maybe give him some bonus/pentality depending of joy level? I.e. with max joy he gets +50% workspeed, decreasing to 50% pentality when joy is empty. And add similar rule to movespeed. Bonus with high joy, pentality with low.
What about if you added like other kinds of shields, you have personal shields which are really nice but maybe add like old fashioned shields as well that you can construct out of wood or steal and whatnot. Like make ancient styled shields as well as the personal ones that way you can craft shields as well as weapons.
Each "thought" has a "flavour text". Random flavour texts for the same thought would be nice
Raid type = items destroyers or something like this.
I dont understand why raiders only want to kill or to kidnap pawns... why them not taking silver?
Why them not trying to atlest destroy available to attack storage space with items stored there?
I think would be better to really protect everything player have - not only lives of pawns.
Quote from: picollo on June 25, 2015, 05:59:41 AM
Quote from: MrWiggles on June 24, 2015, 09:42:43 PM
Quote from: Axelios on June 24, 2015, 05:21:04 PM
Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
that is nice, but we dont have a means to gate access to doors. So its just a trait that waste one of the more expensive semi rare supplies and I imagine most players would just kill them.
Then maybe give him some bonus/pentality depending of joy level? I.e. with max joy he gets +50% workspeed, decreasing to 50% pentality when joy is empty. And add similar rule to movespeed. Bonus with high joy, pentality with low.
Because morphine abusers are soo productive and known for the quality of their work.
Trait - Coward
Has negative mood for being drafted and generally has poor combat skills.
Quote from: MrWiggles on June 25, 2015, 08:49:03 PM
Quote from: picollo on June 25, 2015, 05:59:41 AM
Quote from: MrWiggles on June 24, 2015, 09:42:43 PM
Quote from: Axelios on June 24, 2015, 05:21:04 PM
Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
that is nice, but we dont have a means to gate access to doors. So its just a trait that waste one of the more expensive semi rare supplies and I imagine most players would just kill them.
Then maybe give him some bonus/pentality depending of joy level? I.e. with max joy he gets +50% workspeed, decreasing to 50% pentality when joy is empty. And add similar rule to movespeed. Bonus with high joy, pentality with low.
Because morphine abusers are soo productive and known for the quality of their work.
Because some of the drug addicts are hyper active when they took their drugs. And it's balancing mechanism to triat that otherwise would sink huge amount of valuable items from you not giving anything in return.
I get the impression the frequency of raids is independent of your relation to surrounding factions, if this is true could that be changed?
I get that the storytellers need to be able to put pressure on the player, but it completely distorts the effect of befriending factions.
Now the optimal behaviour is to befriend the high-tech factions and offend the tribals so most of your raids are low-threat with a high change of giving you extra colonists.
If befriending a faction would reduce the total number of raids, then befriending everyone would be optimal.
"+1"
Portable Cover blocks, thought up in this thread: https://ludeon.com/forums/index.php?topic=13942.15 originally by killer 117, slightly modified by me because of a tip by ZOMBIE2.
Effectively the only changes that need to be made are:
- New construction material named Portable Cover.
- New block named Portable Cover, requires 1 Portable Cover to build.
- Changed behaviour for pawns in combat: They can pick up (only) portable cover and build it. Carrying portable cover could have some penalties like walking a bit slower or shooting a lot slower.
I may be missing something but that should be a cheap change.
I think I suggested this before, but I'll do it again:
Please add some sort of "area-cleaning" in the orders menu, would be nice clean an entire room at once. It would be useful when you mined a room into the mountain since it's usually filled with rocks, or when you've butchered few animals since there is blood everywhere.
More scifi weapons!
A heavy plasma launcher for colonists, a railgun, a laser sniper, stuff like that!
Also, luminous plants would be cool.
I wanna be able to have a memorial service after one of my people die. Add it in like a time slot kinda thing where they can do it daily or weekly or some thing along those lines. Maybe a new tab to the overview thing. so you can choose when to morn for them. Its the small things :D
Quote from: Zerg HiveMind on June 26, 2015, 11:05:15 PM
I wanna be able to have a memorial service after one of my people die. Add it in like a time slot kinda thing where they can do it daily or weekly or some thing along those lines. Maybe a new tab to the overview thing. so you can choose when to morn for them. Its the small things :D
Make visiting graves of colonists as a joy activity.
Quote from: A Friend on June 26, 2015, 11:57:32 PM
Quote from: Zerg HiveMind on June 26, 2015, 11:05:15 PM
I wanna be able to have a memorial service after one of my people die. Add it in like a time slot kinda thing where they can do it daily or weekly or some thing along those lines. Maybe a new tab to the overview thing. so you can choose when to morn for them. Its the small things :D
Make visiting graves of colonists as a joy activity.
Yeah there we go. I was thinking maybe a buff for visiting, and a de-buff if you burn them instead of burring them. ( only for a few days)
Quote from: A Friend on June 26, 2015, 11:57:32 PM
Make visiting graves of colonists as a joy activity.
Make visiting a bedridden colonist a joy activity. (plus a first step toward relationship)
NEW SUGGESTION: REVERSE CREMATION
Simply put, the idea is to create a "Cremate" button directly on objects to tell your colonists to burn that thing down, without the need to create a bill in the crematorium.
This would make things really simpler when you're in need of getting rid of something!
(This is just an aesthetic thing)
A new map edge would be nice: instead the map just ending in a grey abyss - which atm makes Rimworld feel just a bit more like a board game than surviving on a planet - it would be cool if there were blurred out imagery that matched the biome. So when you zoom out it's still clear what the actual map is but beyond that it looks as though the planet continues instead of (currently) the grey background you get.
Quote from: bioloid on June 27, 2015, 06:38:12 PM
(This is just an aesthetic thing)
A new map edge would be nice: instead the map just ending in a grey abyss - which atm makes Rimworld feel just a bit more like a board game than surviving on a planet - it would be cool if there were blurred out imagery that matched the biome. So when you zoom out it's still clear what the actual map if but beyond that it looks as though the planet continues instead of (currently) the grey background you get.
Of course it would be a great ideea. Also you could add fog of war. And for you to remove the fog of war you would need these radars. Also researching an powerful radar would detect incoming persons.
*Warning: Large group of colonists are aproaching from the South.
*Warning: Small group of colonists are aproaching from North.
or
*Warning: A large group of people are wandering close to our location. (Like in any world we know that tribesman/thieves do not have the technology to detect settlements around and huge map so they would be wandering around in search for new targets and such.)
Quote from: Razvan92 on June 27, 2015, 06:46:50 PM
Quote from: bioloid on June 27, 2015, 06:38:12 PM
(This is just an aesthetic thing)
A new map edge would be nice: instead the map just ending in a grey abyss - which atm makes Rimworld feel just a bit more like a board game than surviving on a planet - it would be cool if there were blurred out imagery that matched the biome. So when you zoom out it's still clear what the actual map if but beyond that it looks as though the planet continues instead of (currently) the grey background you get.
Of course it would be a great ideea. Also you could add fog of war. And for you to remove the fog of war you would need these radars. Also researching an powerful radar would detect incoming persons.
*Warning: Large group of colonists are aproaching from the South.
*Warning: Small group of colonists are aproaching from North.
or
*Warning: A large group of people are wandering close to our location. (Like in any world we know that tribesman/thieves do not have the technology to detect settlements around and huge map so they would be wandering around in search for new targets and such.)
Yeah i agree with the radar. I dont think raiders are gonna send you a message saying "Hey i hope its okay if we break your shit?" So in order to know when a raid is coming you need a radar . And to further that since some people build large bases and no ship, A satellite you can launch in to space for more detailed knowledge of whats comeing.
None of that really make sense, since you're omnipresence about the entire map. The alarm, is there for player connivence. Now, if we're saying if the alert system should be woven into the simulation, then makes a lot more sense.
Quote from: MrWiggles on June 28, 2015, 02:35:26 AM
None of that really make sense, since you're omnipresence about the entire map. The alarm, is there for player connivence. Now, if we're saying if the alert system should be woven into the simulation, then makes a lot more sense.
What i mean is that, you need a radar array to see if a raid or visitors are coming until you have that build up you wont know if your gonna die or not. Basically your blind until you have that scanner, radar, thing up and working, so you just have to be more watch full of the area. You'll start off with a cheap one that's not to reliable but will let you know if you have people on the boarder of your little map, then you get a slightly better one, that lets you know if your getting a raid or a visitor, then this is for the players who play till they die, a satellite that you can launch up to orbit instead of leaving the planet. This will give exact detail as to whats coming to you and how big the numbers, the weapons, things of that nature. Tbh i don't like the instant warning, and i want something a little harder as to where you have to look around from time to time.
More trait slots for people, so they can have more than the current three! :D
I like the idea of heating up my caves with campfires, but I hate having to constantly rebuild them. So an option to add logs to campfire to keep it burning would be nice :D
Have the ability to condition thoughts by a pawn kind or some race properties. That would be nice for spawning new pawn types with a mood.
The option to chase raiders off screen--gives a % chance to retrieve kidapped hostages based on your speed-their speed.
Quote from: Zerg HiveMind on June 28, 2015, 02:54:07 AM
Quote from: MrWiggles on June 28, 2015, 02:35:26 AM
None of that really make sense, since you're omnipresence about the entire map. The alarm, is there for player connivence. Now, if we're saying if the alert system should be woven into the simulation, then makes a lot more sense.
What i mean is that, you need a radar array to see if a raid or visitors are coming until you have that build up you wont know if your gonna die or not. Basically your blind until you have that scanner, radar, thing up and working, so you just have to be more watch full of the area. You'll start off with a cheap one that's not to reliable but will let you know if you have people on the boarder of your little map, then you get a slightly better one, that lets you know if your getting a raid or a visitor, then this is for the players who play till they die, a satellite that you can launch up to orbit instead of leaving the planet. This will give exact detail as to whats coming to you and how big the numbers, the weapons, things of that nature. Tbh i don't like the instant warning, and i want something a little harder as to where you have to look around from time to time.
It'll seem unfair when there is no fog of war. As it'll reward the player to simply just scan the area frequently, as the player scanner the area will be more efficient, since they don't need a radar system.
Introduce fog of war, then needing a radar like device with radar like coverage, and being defeatable like radar, could become very interesting.
But simply removing the alert and replacing it with a radar system is just creating more work.
Quote from: MrWiggles on June 28, 2015, 03:36:38 PM
Quote from: Zerg HiveMind on June 28, 2015, 02:54:07 AM
Quote from: MrWiggles on June 28, 2015, 02:35:26 AM
None of that really make sense, since you're omnipresence about the entire map. The alarm, is there for player connivence. Now, if we're saying if the alert system should be woven into the simulation, then makes a lot more sense.
What i mean is that, you need a radar array to see if a raid or visitors are coming until you have that build up you wont know if your gonna die or not. Basically your blind until you have that scanner, radar, thing up and working, so you just have to be more watch full of the area. You'll start off with a cheap one that's not to reliable but will let you know if you have people on the boarder of your little map, then you get a slightly better one, that lets you know if your getting a raid or a visitor, then this is for the players who play till they die, a satellite that you can launch up to orbit instead of leaving the planet. This will give exact detail as to whats coming to you and how big the numbers, the weapons, things of that nature. Tbh i don't like the instant warning, and i want something a little harder as to where you have to look around from time to time.
It'll seem unfair when there is no fog of war. As it'll reward the player to simply just scan the area frequently, as the player scanner the area will be more efficient, since they don't need a radar system.
Introduce fog of war, then needing a radar like device with radar like coverage, and being defeatable like radar, could become very interesting.
But simply removing the alert and replacing it with a radar system is just creating more work.
This is basically the fog of war i was going off of the idea but i dont think that the radar will see in to building. Add in like a cctv camera so you know whats happening in there.
It would be nice to be able to assign prisoners to specific rooms through a "Room" tab made available by clicking on any of the beds in a prison room. It would also be nice to be able to assign prisoners to specific beds.
Vent made of the same material (plus steel) than walls.
Seeing as you got rid of the Fertilizer pump, It would be nice to have something to make those watery areas usable. Seeing as anybody who plays on a jungle map will have a hard time with marsh and what not.
"snow clear region" button should be extended to "Snow/Grass/trees clear region"
^ I would like the trees clear region bit.
+2 for a clear tree region
Quote from: Nasikabatrachus on June 28, 2015, 04:20:14 PM
It would be nice to be able to assign prisoners to specific rooms through a "Room" tab made available by clicking on any of the beds in a prison room. It would also be nice to be able to assign prisoners to specific beds.
Seconded. (Also, I think I might have brought up a similar idea a few weeks ago.) It would be especially useful for when I want to put a sick prisoner in a prisoner hospital bed, to help them survive.
Cut the equipment getting broken and any other feature that creates extra micro-management and hassle. The amount of things that need attention is already high.
I suspect that some if not all of these have been suggested before. But here we go:
1 - Repair/reclaim items.
When crafting a piece of clothing, art or a weapon we already see how it gets transformed into this intermediary state.
How hard would it be to take an existing item and turn it into that intermediary state.
Then based on its durability and quality determine how much "material" it has left.
It would then be possible to either "add material" and patch it up or reclaim the material left in it and covert it into its raw form.
This would enable useless items obtained from raiders to be turned into something more useful outside of a marketable product.
2 - Merchant standards
We're already seeing how prices differ from trader to trader. But as far as I'm aware a trader will take an item regardless of its condition. Intertwined with the suggestion above, a merchant may simply refuse to take on any items below a certain quality level or durability level (and can you blame them?!).
In a similar fashion a slave trader would not be very enthused about taking on a cripple who has already been harvested for organs and is hanging on by a thread.
On the other hand an on-planet trader may be more desperate and be willing to take on items that a spacer would refuse.
3 - Local trade
I've seen this in mods but its apparently not part of the base game.
It shouldn't be too hard to provide a trade popup option when a group is visiting akin to how the com-station does it for a space ship? You'd simply have to approach the "trader" instead of the com-station to initiate the same trade sequence.
Art assets are optional.
It would also make the visits by locals far more logical. Right now they wander in, eat some food and leave again.
4 - Recruitment / retaliation
Why aren't their non-hostile ways to recruit people?
If you make an offer good enough, why would someone become angry?
I'd love to see more diplomatic options in the long run. But a friendly recruitment or someone joining you (chance based) after you saved their lives would be a great and easy to achieve start.
I'm imagining something like the visitors from a local tribe/colony get attacked or injured while on your map. You save them (which gives a reputation boost with that faction) and because the saved person is so grateful they decide to join your team instead (of their own volition and only a small chance based).
On the flipside, some factions may take offense if you refuse to patch up their injured (*perhaps only when you have enough available medicine*) which would result in a rep-hit.
I'd love it if medicine was used more intelligently by the AI. Right now doctors will try to use glitterworld medicine on wounds like bruises, which, applying common sense, seem like they shouldn't require any medicine at all. Forbidding your glitter medicine so it doesn't get wasted on inconsequential wounds is way too much micromanagement, in my opinion.
It would be cool if you added a 'what they don't know don't hurt 'em' to the mood debuffs. As it is now, pawns get debuffs for things they should have no idea happened, unless the others gossip more than old ladies, that is.
Being able to harvest organs from fresh corpses... Maybe not ALL of the organs, that'd be too much - but at least two, depending on how quick you start and how good your doctor is :)
I suspect that'll never happen due to the value of the organs and the plentiful nature of corpses.
Being able to snag prosthetics from fresh corpses would be nice, though.
Near as I can tell, breathing efficiency doesn't affect any stat.
Only thing I can think of that would be affected by breathing, would be stamina.
Missing Lung:
Lowered stamina.
What would stamina affect?
Movement speed and strenuous activity speed, and rest efficiency.
What activities are "strenuous"?
Plant Work
Mining
Construction
Butchery
Smoothing
Stonecutting
Edit: added rest efficiency.
I wish there was a way we knew what suggestions Tynan likes and is working on.
You can't know what he is planning without digging deep a diggy diggy hole in the forum. But you can know what he is working on with the changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Quote from: Kegereneku on July 01, 2015, 09:23:36 AM
You can't know what he is planning without digging deep a diggy diggy hole in the forum. But you can know what he is working on with the changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Following the blog also helps: http://ludeon.com/blog/2015/07/on-the-upcoming-steam-release/
Tyran responded a few pages ago.
I have three interface suggestions:
First, I'd like a set of buttons on the Restrictions tab for the various allowed areas, to designate an allowed area for all my colonists at once. If you have enough colonists that a scroll bar appears, you can't really click and drag.
Second, though I'm not sure how cheap this or the next is, I'd like to request that the "jump to colonist" function of the alerts cycle through the colonists, instead of just focusing on the first in the list. For example, if I have three colonists that have a terrible mood, if I click on the alert, the interface will focus on the first character listed. However, clicking on the alert line again does not focus on the second character, but instead focuses on the first character again. If it cycled through them (perhaps by checking if a listed character has the focus, and moving to the next on the list if one does), it would be far easier to find all the characters that have some issue that needs addressing.
Third, I think it would make the Inventory screen rather more useful if it could be used to find specific instances of an item, and get basic information (quality and damage percentages) for each. For example, let's say I want to give a new recruit a sniper rifle. Looking at the Inventory screen, I can see from the sniper rifle tooltip that I have eight total, five equipped and three available. Right clicking the sniper rifle icon brings up a list of colonist name, from which I select the recruit, and he is assigned a random sniper rifle. I would like to suggest that instead, right clicking would bring up a list of all eight sniper rifles, from which I could choose one of the three available ones to give the new recruit.
On another note, some instructions in-game on how to use grenades would be useful. I only figured out how to use them because I saw a LP on youtube in which they were used, prior to which I had always sold the things because my colonists never seemed to throw them.
That second suggestions seems like one we need for release
Quote from: A Friend on June 26, 2015, 11:57:32 PM
Quote from: Zerg HiveMind on June 26, 2015, 11:05:15 PM
I wanna be able to have a memorial service after one of my people die. Add it in like a time slot kinda thing where they can do it daily or weekly or some thing along those lines. Maybe a new tab to the overview thing. so you can choose when to morn for them. Its the small things :D
Make visiting graves of colonists as a joy activity.
++1 That's a double plus one! Seems pretty easy to implement and makes sense too.
Is the information that the corpse was part of the colony preserved?
A few suggestions for cheap events:
Bitten by a bug - Send a colonist to a bed for a day or two, and then have a random event (Feverish, Bursting with spiders (demoralizing!), Gained spider-like abilities, Nothing happens, one limb is infected, your colonist is under mindcontrol etc...) The whole thing is mostly a pop-up with effects. Nothing visual.
Scientific discoveries could offer a moral boost. At least for the scientist.
If a settler lied about their past, it could offer a background change, spontaneously. Happens only after a year in the colony.
The ability to trade with other groups of people on the planet would be nice.
Also, simply a better interface to interact with the neighboors. I'd love to offer them food or have them ask for ressources they lack. At random. The raiders could ask for slaves or organs!
Quote from: Jorlem on July 02, 2015, 01:03:05 AM
Third, I think it would make the Inventory screen rather more useful if it could be used to find specific instances of an item, and get basic information (quality and damage percentages) for each. For example, let's say I want to give a new recruit a sniper rifle. Looking at the Inventory screen, I can see from the sniper rifle tooltip that I have eight total, five equipped and three available. Right clicking the sniper rifle icon brings up a list of colonist name, from which I select the recruit, and he is assigned a random sniper rifle. I would like to suggest that instead, right clicking would bring up a list of all eight sniper rifles, from which I could choose one of the three available ones to give the new recruit.
there is no inventory screen in vanilla. That comes from the EdB interface mod.
Ah, derp, my bad. I honestly forgot that was part of the mod. Sorry.
i think this idea is easy to make
a machine that clears floors
it would be good not to have dirty floors but it also hard to clean them so just make a robot to clean the floors
Quote from: Kegereneku on June 27, 2015, 02:35:39 PM
Quote from: A Friend on June 26, 2015, 11:57:32 PM
Make visiting graves of colonists as a joy activity.
Make visiting a bedridden colonist a joy activity. (plus a first step toward relationship)
I actually really like that.
Quote from: Tynan on July 04, 2015, 12:06:38 AM
Quote from: Kegereneku on June 27, 2015, 02:35:39 PM
Quote from: A Friend on June 26, 2015, 11:57:32 PM
Make visiting graves of colonists as a joy activity.
You could probably make it a generic joy activity, by just visiting graves. If they visit a colonist, then the player can imagine it being done out of remembrance, and if they vistit a raider, then it being done out of spite or anger.
Make visiting a bedridden colonist a joy activity. (plus a first step toward relationship)
I actually really like that.
Something useless but essential, like a gaming console, a baby or a puppy, for your colonists to gain joy/comfort from and form attachments with. Attachments, a slightly more time expensive idea, I think, gaining more joy/comfort from interactions with colonists they have formed "attachments" with and higher levels of attachment bringing bigger bonuses to joy/comfort and bigger debuffs for negatives (one of them dies, other gets more upset).
Quote from: Necronomocoins on July 05, 2015, 02:24:22 AM
Something useless but essential, like a gaming console, a baby or a puppy, for your colonists to gain joy/comfort from and form attachments with. Attachments, a slightly more time expensive idea, I think, gaining more joy/comfort from interactions with colonists they have formed "attachments" with and higher levels of attachment bringing bigger bonuses to joy/comfort and bigger debuffs for negatives (one of them dies, other gets more upset).
Little off topic but is your pic from that show on gta? And yeah this would be awesome they get to feel attached all the more reason to have a memorial service. Also what happened to birthdays i no longer get a notification saying that some one had a bday?
Trait - Clumsy
Higher chance of triggering traps.
Trait - Observant
Low or does not trigger traps at all.
Significantly increase weapon accuracy on short range when you're shooting at a wall. My colonists are so stupid they manage to shoot a wall three tiles over while aiming at a wall one tile in front of them.
I've set up a zone during raiding parties that restricts pawns to the interior walls of my city, but it's getting tedious to select each pawn individually. Would it be possible to effect their restricted zones globally?
Quote from: luxSolisPax on July 05, 2015, 04:29:59 PM
I've set up a zone during raiding parties that restricts pawns to the interior walls of my city, but it's getting tedious to select each pawn individually. Would it be possible to effect their restricted zones globally?
go to the overview, restrictions, and on the far right you can drag the mouse over the restriction areas to mass select all the colonist to that zone.
Quote from: Alistaire on July 05, 2015, 08:46:06 AM
Significantly increase weapon accuracy on short range when you're shooting at a wall. My colonists are so stupid they manage to shoot a wall three tiles over while aiming at a wall one tile in front of them.
You know, I think this matches the description of and I quote "Can't hit the broad side of a barn."
Quote from: TLHeart on July 05, 2015, 07:21:38 PM
Quote from: luxSolisPax on July 05, 2015, 04:29:59 PM
I've set up a zone during raiding parties that restricts pawns to the interior walls of my city, but it's getting tedious to select each pawn individually. Would it be possible to effect their restricted zones globally?
go to the overview, restrictions, and on the far right you can drag the mouse over the restriction areas to mass select all the colonist to that zone.
Oh, Thanks!
Would it be possible to allow colonists to watch TV from their beds? I'd like to be able to install a TV in my hospital room, to help prevent those colonists that I order to "rest until healed" from breaking due to joy deprivation.
Or perhaps add a radio item that gives a lesser amount of joy to everyone in the room, to get around the distance needed for the TVs?
Quote from: Alistaire on July 05, 2015, 08:46:06 AM
Significantly increase weapon accuracy on short range when you're shooting at a wall. My colonists are so stupid they manage to shoot a wall three tiles over while aiming at a wall one tile in front of them.
This sounds VERY easy, it would just be to edit 'touch' accuracy... would a mod suffice?
Quote from: DDawgSierra on July 08, 2015, 12:48:18 AM
Quote from: Alistaire on July 05, 2015, 08:46:06 AM
Significantly increase weapon accuracy on short range when you're shooting at a wall. My colonists are so stupid they manage to shoot a wall three tiles over while aiming at a wall one tile in front of them.
This sounds VERY easy, it would just be to edit 'touch' accuracy... would a mod suffice?
Well no If my guys cant hit some tribal with a shotgun 3 squares away, i think something is wrong here. They exchange fire one would fire, then take cover. The other would do the same will i give in and melee the dipshit <.> . What it was, was a pissing match basicly
I think aiming at a wall 1 tile in front of you should basically be a guaranteed hit with almost anything. However if I shoot a sniper rifle at it there's a pretty big chance the bullets will shoot 45 degrees away from the wall when I miss; it's harder to miss than to hit the wall so the game has to try its best to find angles where the wall isn't hit.
Buffing the AccuracyTouch would mean that a sniper rifle would also be a guaranteed hit on pawns at this range, which is completely unrealistic. The accuracy on a weapon reflects how hard it is to hit something at that range, but it doesn't take in account what that thing is. A completely stationary target should always be easier to hit than a moving one. But it isn't.
First, if a pawn melee's an attacker, it restarts the ranged process. Therefore, it wouldn't matter that the touch accuracy was set really high, because the pawn is hitting the ranged user at this range.
Second, it is not realistic that someone would use a sniper rifle at touching distance, because... reasons.
DDawgSierra;
I have no idea how you can defend your suggestion that every touch accuracy should be increased. The accuracy system is inherently flawed so modifying the values that go into it is just a way of submitting to its flaws.
In real life you don't miss a shot because you aimed at something but the bullet goes into a different direction. A way (and way, way) more realistic solution is to change the current percentage based accuracy system to a degree system, where guns with flawless accuracies would have the value "0" to all four accuracy ranges, meaning there's a 0 degree variation from the point the player aims at. A value of "2" on accuracyLong would have more effect than a value of "2" on accuracyTouch, because SOHCAHTOA says if the A (distance pawn to target) is bigger and the angle is the same, the O (distance target to the point you hit with this variation) is bigger. Balancing a sniper rifle would be much easier, since shooting a Pistol at longer ranges would be very inaccurate (for a logical reason and not because the game decided this shot should hit and the other shouldn't) through the use of a bigger accuracyLong such as "5" (which would be very inaccurate indeed).
Another suggestion would be to add some variable like aimTouch up to aimLong which would be a tick value between WarmupTicks and the time the pawn shoots its weapons, making it even easier to make sniper rifles balanced on short ranges. If the pawn shoots something at touch range with a pistol, the aimTouch should be around 5 while it should be much higher on a sniper rifle since it takes time for the pawn to scope in OR it should be around that time if the sniper should be shot from the hip. This system fixes various issues with accuracyTouch.
Also, how is it unrealistic for someone to use a sniper rifle at touching distance? Pawns don't switch weapons based on range at all, so if your sniper gets rushed he's gonna shoot his rifle anyways.
I'm saying that because pawns will attack you and prevent you from firing at 'touch' accuracy, it would be okay to make all 'touch' shots 100% chance of hitting the target. I don't necessarily understand why you need to fire at 'touch' range, but you're the one playing the game.
Quote from: Alistaire on July 05, 2015, 08:46:06 AM
Significantly increase weapon accuracy on short range when you're shooting at a wall.
That is what you asked for. I was saying it would be easy to do so in the xml files.
I'm NOT really sure how "cheap" the various changes are but...
How about modifying the Blighted Crop event so that it only hits a field or two rather than wiping out an entire season's crops. Perhaps a blight that only affects one species of plant. After all, it wasn't "the Great Irish Pan-plant Species famine!"
I would like to suggest that there be no visitors, passers-by, wargs, or non-droppod raiders during the toxic fallout event. Or, if there are, they start off with a higher level of exposure to the fallout, to indicate they've been exposed for a while in the process of getting to my base.
With your recent changes to taming animals, How about including a "Steed" class that alter's a pawn's move speed and only allows hauling while mounted?
Being able to set "Do until you have X"-isch for jobs were the game uses Butchery products.
E.g. to keep the colony producing slate block from slate chunks until they have 250 slate blocks (not counting other kinds of blocks).
How about crop rotation. Instead of one crop planted in a field forever you choose two or three to be rotated between. This could even reduce the chance of a blight.
How easy would it be to add a range component or version of "Do until you have X" in bills?
When I'm starting out and have only a small number of colonists its nice to build up a good reserve of meals and then let the cook(s) off to do other tasks like construction and growing etc but as soon as someone eats a meal you are at X-1 and the bill needs to be filled again. Since each colonist typically eats two meals a day, do until you x becomes essentially an endless task. It'd be nice to be able to just set a range of, for example, 10-20, meaning the colonists will get to work on making 20 meals and then the bill is suspended until you drop down to 9 rather than 19.
Quote from: neuffs on July 09, 2015, 09:06:22 AM
Being able to set "Do until you have X"-isch for jobs were the game uses Butchery products.
E.g. to keep the colony producing slate block from slate chunks until they have 250 slate blocks (not counting other kinds of blocks).
There is a mod for that! Itchyflea put together a stonecutting tweak that allows you to set up do until you have bills for each type of stone. Here's a link to the original thread and I'm using the version that is in Ninefinger's Ultimate Mod Pack with version A11B
https://ludeon.com/forums/index.php?topic=7887.msg79278#msg79278
For me a game changer would be not receiving any mood penalties for selling prisoners. It just makes no sense. Good way of making extra cash.
I would like to be able to choose what a pawn puts into it's inventory. So a colonist that I have set to haul things could empty it's inventory and increase it's carrying capacity or a colonist that is sent to defend the colony could put a melee weapon in inventory, for close encounters. Not quite as cheap would be getting the attacking pawns to switch weapons for combined ranged and melee attacks.
And event that stops/greatly reduces all corpse rotting, the brewing of beer and turns infection chance to zero. A cloud of special gas, that inhabits bacterial growth.
Its more of an attempt at a neutral event.
I didn't read all the suggestions so I may be repeating some already suggested.
Water sprinklers: Mainly for putting out fires, but could be used for beautification and increased plant growth (irrigation).
Trading/interacting with visitors (other than just combat): You may be able to do this already, but so far only ones I've been able to trade with are the ones from space.
I think it would be neat to be able to visit other tribes to trade or raid (maybe you can, but I'm still a noob so have no clue).
An expanded Research Tree: possibly more techs that have less effects, meaning that you have to do more techs to have same results, putting more emphasis on research and technology.
You could make each skill even more detailed... like say an artist gets bonus effects if he works in the same material. If he works in granite he would get a bonus (maybe a higher sale price or a faster build or maybe artist can choose which effect he prefers) when he works in granite, but art done in other mediums wouldn't get a bonus. I would think you would need to make a high threshold to receive the bonus and possibly even limit the bonus to one medium (per skill) or make second bonus much much more difficult, like 10k to 100k, something like that. Not sure how much it would add to game, but it might be interesting.
I think being able to have progeny would be nice, but would probably be too complicated (too much to add).
Animal husbandry could be interesting. Have some animals that have renewable resources like milk, eggs, fur, feathers, etc. It would be nice to have the extra resources (even if they were only cosmetic and had slight price variations). More content adds more depth, but then it also makes it more complicated, which while appealing to the consumer usually isn't for the producer.
I have to say I'm impressed so far with the game and if I were to voice any point of contention it would be that the Research available is very limited. It would be nice if you added some, but even better if you made some that were prerequisites for other more complicated technologies.
Sometimes the characters will pray or mediate, it might be nice to add a chapel, church, altar so something like that... give people piety and have their level of piety affect those around them (either positively or negatively depending on their personality and piety). Perhaps, it's too complicated, but it would probably be interesting.
I think as long as stuff is added people will like it (they may not like individual updates, but overall people enjoy more depth).
Bookshelf.
Use art similar to the equipment rack for weapons.
1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.
Have a function similar to the beds where you may assign an individuals shelf or leave as common use.
Colonists would learn skill topic at .5 of normal speed of physically doing the task.
This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.
Cheers
Hey guys!
My suggestion is story-based, hope it´s ok. So the thing with Rimworld is, that the characters are stranded, but why can´t they just use the communication device and tell some merchants "hey dude, pick us up!". Also there´s "the endgame-problem".
So, my idea was that the characters WANT to be there, because they want to live their lifes like they want to and on other worlds it´s not possible. It´s quite like the first settlers of America, who wanted to live out their religion in a new world. Other reasons are various, for examples they are criminals, or cannibals, or... kommunists? :D
You see my point :)
By the way: Thanks for Rimworld, Tynan, it´s awesome!
Sappers could use some of the besieger code and set up a camp next to where they are mining in. They could then rest and receive supply drops as sieges do, so that they don't inevitably turn on each other when they start starving and going berserk.
Colonists can commit suicide when broken (very small chance) chance of suicide increased with traits such as depressive.
Hemophilia, Some colonists can be hemophiliacs and will have higher bleed rates.
Quote from: Havan_IronOak on July 09, 2015, 03:18:30 PM
Quote from: neuffs on July 09, 2015, 09:06:22 AM
Being able to set "Do until you have X"-isch for jobs were the game uses Butchery products.
E.g. to keep the colony producing slate block from slate chunks until they have 250 slate blocks (not counting other kinds of blocks).
There is a mod for that! Itchyflea put together a stonecutting tweak that allows you to set up do until you have bills for each type of stone. Here's a link to the original thread and I'm using the version that is in Ninefinger's Ultimate Mod Pack with version A11B
https://ludeon.com/forums/index.php?topic=7887.msg79278#msg79278
Thanks!
But it would be really helpful for not having to do those workarounds when handling other mods. For example the seeds mod; it'd be nice to not have like 20 different take "seed from fruit" recipes but only one that makes until X for each kind of product.
I'm unsure as to how easy this suggestion will be. But perhaps being able to build up instead of out would be nice. Also, some more terrain generators, like having your map be almost entirely a cave. That would be nice
Quote from: Kelian on July 11, 2015, 01:35:28 PM
Bookshelf.
Use art similar to the equipment rack for weapons.
1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.
Have a function similar to the beds where you may assign an individuals shelf or leave as common use.
Colonists would learn skill topic at .5 of normal speed of physically doing the task.
This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.
Cheers
Requires Research Task and skill gain modifier tied to research score.
Quote from: Oga88 on July 10, 2015, 05:41:19 PM
For me a game changer would be not receiving any mood penalties for selling prisoners. It just makes no sense. Good way of making extra cash.
Good point, I've had some prisoner problems whilst playing, like prisoners having mental breaks and fighting even killing colonists and other prisoners. If I was a colonist in a colony which had violent prisoners that had even threatened to harm me, I would happy to see them go, even if I didn't get any silver in return.
Quote from: luxSolisPax on July 13, 2015, 03:40:46 AM
Quote from: Kelian on July 11, 2015, 01:35:28 PM
Bookshelf.
Use art similar to the equipment rack for weapons.
1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.
Have a function similar to the beds where you may assign an individuals shelf or leave as common use.
Colonists would learn skill topic at .5 of normal speed of physically doing the task.
This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.
Cheers
Requires Research Task and skill gain modifier tied to research score.
Buy books and manuals from traders, like cheap, slow versions of neurotrainers
"Jan 8: Changed gun names to refer to categories of weapon instead of specific models." (source: change log)
Rename vanilla's guns to be more specific:
"pistol" --> "M-1900 pistol"
"pump shotgun" --> "M-500 pump shotgun"
"survival rifle" --> "M-1 bolt-action rifle"
"assault rifle" --> "M-16 assault rifle"
"sniper rifle" --> "M-24 sniper rifle"
"PDW" --> "M-10 SMG" or "MAC-10 PDW"
"heavy SMG" --> "TEC SMG" or "TEC-9 PDW"
"incendiary launcher" --> "T-9 incendiary launcher" (wasn't describing any model to begin with)
"LMG" --> "L-15 LMG" (not sure what gun it's supposed to be)
"charge rifle" --> "R-4 charge rifle" or "R-4 plasma rifle" (the lore describes charge weaponry as plasma weaponry but never says that's what it is)
"minigun" --> "M-134 minigun"
The mechanoid heavy charge blaster could be a heavy plasma blaster too, unless you really want to push the "charge" thing instead of
"plasma" which it obviously is.
Why? The problem lies in modding in new weaponry - adding a new sniper rifle and calling it "Sniper rifle" is annoying, because traders will
show up with two things with the same name, stockpiles have the same name twice and with each new sniper rifle called "Sniper rifle" this
becomes more and more annoying. This really points out how terribly generic the vanilla names are, even though the graphics for the
weapons are very obviously an M16, M24, a TEC-9 etcetera.
My latest post (https://ludeon.com/forums/index.php?topic=9536.90) on my mod explains the problem a bit more.
I don't know under what circumstances you changed the gun names to "refer to categories of weapon instead of specific models", and if
it's because you thought you'd get sued in some way or the other (I'm not sure companies can sue you for using a combination of three
alphanumerical characters), at least differentiating between Assault rifle (with an obvious M-16 icon) and Assault rifle (with an obvious
AK-47 icon) in some way through the label would be really, really useful for weapon collections.
(And it's certainly an under 1 hour job)
this should also have reproduction
Quote from: MrWiggles on July 11, 2015, 04:16:38 AM
And event that stops/greatly reduces all corpse rotting
This actually happens when it gets cold enough.
Fire have a range 1 heat zone with stackable temperature. This may help to have fire place outdoor for cold maps.
Fire place is a one time build item but consume resource periodically, like a dispenser hopper.
Feeding a sick colonist should increase joy - I have seen many bed ridden pawn go crazy in these past few games.
Radio item, give joy to everyone in the same room. Just like heat. Some time bad news give penalty
Quote from: MrWiggles on June 30, 2015, 09:51:16 PM
I suspect that'll never happen due to the value of the organs and the plentiful nature of corpses.
Organ have low hp, can spoil and degrade quickly even indoor. No more hoarding kidneys.
Visible darkness.
Mushroom... just because, we already have genetically engineered Devilstrand, howabout natural ones one that can havest to make traps
Smooth wall; just like smooth floor but with natural stone wall to remove that -2 penalties.
Remove the -15 beauty from the wind turbines. None of the other power structures have negative beauty, and the aesthetic properties of wind turbines have been hotly debated for years now with people's views of them ranging from kinetic sculpture to hideous machines imposing upon the natural landscape. Something with many wide-ranging opinions should be left neutral.
Hey, cheap idea probably...
- Water collector/reclaimer
can be a basic net that collect moisture in the air or complex like a generator near a water source that pulls the water and disinfect/cleans it
- Rain water collector
good old wooden barrel, fills up and used by settlers and maybe used with cooking
- Toilets
- Waste pools
using water causes pollution, waste pools to collect it (even could turn to bad water, disease for colony or toxic water ect...
Thanks and great game, enjoying it !
Change 'Hops' to 'Grain'
Milk from cows + eggs from chicken + Grain = CAKE :D
Some more items or buildings for increasing skills would be nice. A books could be bought from traders or maybe even written by high-level colonists for less skilled ones to read. They would increase the skill gradually, rather than instantly like a neuro-trainer does. Books could also be read to increase joy, and maybe the skill increase could be a passive effect of reading the book.
Something like a training dummy or a shooting range could also be implemented to increase combat skills, seeing as they seem to be the hardest to increase naturally.
Highly skilled colonists could also teach amateurs a skill if they're doing the same thing at the same time and are close enough to socialise, but that might not be cheap enough.
Also, first post ever, woo!Quote from: kingtyris on July 15, 2015, 11:33:29 PM
Change 'Hops' to 'Grain'
Milk from cows + eggs from chicken + Grain = CAKE :D
I actually like the idea of this. It opens up the way for making bread and animal feed too.
Flywheel capaciters: Batteries that don't explode into fire.
Basically they would be a less efficient battery and would experience stored energy decay but the upside would be that they wouldn't cause fires when they explode from damage or power surges.
In addition more efficient flywheel storage could be a researchable option.
A swimming pool and resource cheaper but uglier water hole as a joy object that also cools pawns/animals and freezes at below zero Celsius temperatures, pawns could then ice skate, maybe?
Quote from: kingtyris on July 15, 2015, 11:33:29 PM
Change 'Hops' to 'Grain'
Milk from cows + eggs from chicken + Grain = CAKE :D
Cake + birthday = full joy?
Double click on ore = select all explored ore tiles on the screen. This would be useful for mining.
Double click on wall = select all walls of that type on the screen. Useful for deconstructing ruins, and temporary constructions like wooden walls, steel walls (which you later replace with stone).
Feature: Put construction on hold.
A siege comes and my priorities change. I don't want to cancel those workshops, floors and doors. My priorities changed and I want the wall and turrets finished first.
Quote from: b0rsuk on July 17, 2015, 11:10:37 AM
Feature: Put construction on hold.
A siege comes and my priorities change. I don't want to cancel those workshops, floors and doors. My priorities changed and I want the wall and turrets finished first.
I like this idea a lot ++1
Perhaps having a "rush construction" task as something separate from construction?
Quote from: Havan_IronOak on July 17, 2015, 04:57:26 PMI like this idea a lot ++1
Perhaps having a "rush construction" task as something separate from construction?
Yes, but if that does happen there would have to be a chance of something going wrong, like say less hp than a normally built turret/ wall. or the possibility to completely destroy the materials (this would be fairly rarely though)
Quote from: Mr.Cross on July 17, 2015, 05:01:52 PM
Quote from: Havan_IronOak on July 17, 2015, 04:57:26 PMI like this idea a lot ++1
Perhaps having a "rush construction" task as something separate from construction?
Yes, but if that does happen there would have to be a chance of something going wrong, like say less hp than a normally built turret/ wall. or the possibility to completely destroy the materials (this would be fairly rarely though)
I thought he meant something along the lines of "I don't care if you're tired or hungry, get that heater built NOW, before everyone freezes to death.
Also a "allow only rotten" option to go with the "allow rotten" one in the stockpile or materials menu would be nice for crematoriums.
I would really love to see some sort of coliseum in which you can put prisoners to fight each other or a colonist, PLEAAAAASEEE :3
Tynan, Instead of insta-jumping when you click on a 'jump to event' perhaps you could have it scroll there instead? that way you know which direction they are from your base (as well as not having to go searching for said base)
On the world map, when you select a landing site, add some filters. Should be pretty cheap (if you don't worry about speed, which you shouldn't have to, since it's a one-time thing for players). Filter by stone type, min and max temperatures, growing season months.
Especially stone type. I love the granite and marble maps.
+1 for granite and marble!
A colonist controlled minigun turret.
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Idea behind this is that it makes the minigun a more useful weapon whilst increasing certain attributes (accuracy, stability) and stopping mobility and decreasing aiming speed. Costs 1 minigun and some steel. All the code it would need would be adapted minigun code to a mortar style and a graphical enhancement of the minigun (I think).
I know little about coding but I would assume this is simple to do.
Don't know if this has been suggested before, but if you could make a tooltip for the "Incapable Of" Character tab to explain what the various things actually mean.
Some are more obvious than others, but it would help new players especially.
Add placenta to birth and let it be cooked with as if it were a meat. It's pretty nutritive (http://www.ncbi.nlm.nih.gov/pubmed/10932499).
Graves containing corpses should offset most of the -150 beauty from a corpse. Graveyards are somber places, but they aren't usually gruesome.
Eating raw human flesh should not give both 'ate raw food' and 'raw cannibalism' thoughts, as the 'raw cannibalism' already has 'raw' in it.
Right now, colonists are basically saying.
'I ate raw human flesh, it was horrible. It was raw and horrible'
or.
'I ate raw human flesh, and it was awesome! It was raw and horrible'
They basically either complain about the same thing twice, or contradict themselves. It's rather annoying.
The easier fix would be to remove the raw descriptor from human flesh.
Add buttons to shift colonist schedule restrictions back and forth by one hour.
Alternatively, add a button that enables a mode where you can drag the schedules back and forth with the mouse as opposed to painting the schedule.
[attachment deleted due to age]
If all the supports for a roof are set to be deconstructed, the roof should be removed first. That is, planned deconstruction should not cause roof collapses.
Edit:
To clarify, this should only be for constructed roofs, not roofs from being underground.
Don't know if this has already been suggested and/or if it may already be implemented, but my suggestion is that you could add a new event, called a cave-in, since roofs without supports will already fall down, you already have the system in place to implement it. The idea in a nutshell is, something I have seen a lot of is that people like to make there bases in the side of mountains or hills, so why not make random cave-ins a possibility so their is a lot more risk in making a much more secure base. And I'm thinking that you could have it where if there is empty space, and a home region within mountains and such, that every 3 min. maybe, it has like a 0.3 percent chance of the caving in event to trigger or however it is done. Just a quick idea I thought I would throw out there. Thx for reading.
Another idea I just got, is you can add another way for colonists to get social, and that's by them just sitting around the campfire that is already in the game, and to expand on this you could add marsh mellows into the game so that if the colony has marsh mellows stored in the stockpile then the colonists will be inclined to use them by roasting them by the fire, also you could add gram crackers so that they could get more creative with it and have smores with the chocolate item already in place. Maybe have it to where they could put just straight logs down as a kind of cheap stool and or chair, which could be used to make a more legitimate camp sight and well, camping is a feature probably to big for this thread. Either way, just thought I'd throw some more ideas out there. :)
I like the random cave in chance. You could also research a tech to reduce the risk partially.
With the above questions about the roof, how about a toggle so you can see where the roof is? Also some "jump to location" for 'Roof has collapsed' message would be nice, bit of a guessing game if you have multiple miners.
Have a check-box somewhere that auto selects chunks to be hauled if it appears while mining. So when your mining something and getting chunks, a check-box or something somewhere that insta-selects if for hauling.
There used to be a great auto-haul mod for this, hope to see that functionality back!
I get a bit de-immersed when I see a hungry, carnivorous, wild animal (warg) waiting to eat one of my colonist and a squirrel walks right up to it, gets ignored by the hungry warg and wanders off into the sunset wiggling it's tail in the wargs face and farts derisively at the warg, because it knows the warg is not going to eat it, the warg is just going to wait for a colonist to walk outside before it eats. Maybe if something containing meat comes within two or three squares of a warg it becomes a target, or we could feed the wargs by creating a pile of meat just outside the colony, this should make the wargs want to stay longer though. "Free meat! let's stay for a while." Like wild animals do.
Fewer privatesI have to copy all private methods from
Verse.PawnRenderer to create a custom
Verse.PawnRenderer.DrawEquipmentAiming() which tracks pawn targets less strictly.
I don't want to have to copy the entire class or invoke all your private methods with reflection if I can just use inheritance.
Fewer statics
(or More default values)Verse.DebugViewSettings is entirely static including its values, and the methods calling for it like
Verse.PawnRenderer.DrawDebug() are private. This means that along with the impossibility of inheriting methods which call for
Verse.DebugViewSettings it's not possible to get the values these settings have because they don't have a value by default.
Since copying the existing classes in their entirety is the main way of inheriting their methods in the Pawn code, all the methods in them have to stay to keep their functionality, which is the functionality that requires content from static classes you can't get the contents of.
Fewer internalsVerse.AI.PawnDuty.DrawDebug is an internal method, so the only way to use it is to copy it into your own assembly. Since the above information guarantees you have to call this function at some point there's really no use in making it internal - modders are gonna have to use it at some point or the other.
The methods it calls are public statics, so I have no idea why this specific method is internal at all.
List of internals that really shouldn't be internals:- Verse.AI.Pawn_MindState.Notify_EngagedTarget()
- Verse.AI.Pawn_MindState.Notify_DamageTaken
- Verse.AI.Pawn_MindState.Notify_WickStarted()
- Verse.AI.PawnDuty.DrawDebug()
Notify_EngagedTarget is used in
Verse.Verb_LaunchProjectile.TryCastNextBurstShot(), and it requires a
this.TryCastShot() check to fire. This means that anything using custom
TryCastShot has to add a copy of
Verse.AI.Pawn_MindState.Notify_EngagedTarget() without an internal just to keep the existing functionality of notifying the attacked target that they're being attacked.
Trainz...!
What if there would be an option to buy with silver some kind of trading upgrade via com console to create train tracks between settlements. The cost of the upgrade would depend on the distance between each of the settlements. .... Just imagine it! that you could build a trainstation and tracks, but I think that's beyond everything.
wheelchirs done my guy has imbilty and im playing the hardest difculty so trade
Perhaps make it so one of the "allowed areas" is the Home Area that colonists put fires out in, and that it automatically updates as the Home Area is painted? So that they hang around the base area only.
maybe with the future animal update with breeding and husbandry, an added pet system?
An indicator that shows you where the pods have landed when you buy stuff, or the ability to nominate a location. Have lost stuff because i can't find it after it landed.
There are two rather frustrating issues that could both be resolved with one feature:
- The inability to deconstruct power conduits inside walls more than one at a time. I have to click the wall, click it again to select the conduit, and then press X to deconstruct it.
- The inability to see the power grid without selecting a powered block to be placed.
Add a toggle flag (at bottom right) to turn power grid display on and off. While it's on, using the Deconstruct tool only deconstructs conduits (and possibly other power blocks if that's desirable). If the power display toggle is out of the question, we could at least use a "Deconstruct power conduits" tool that displays the power grid while selected and also deconstructs power conduits inside walls.
A "clean outdoors" checkbox. It gets silly sometimes when pawns are mopping up blood from the dirt in a rainforest, while the dining room is covered in vomit.
Opportunistic hauling. If a pawn is far from home mining, chopping wood, etc. and decides to go eat, sleep, or do a joy activity, it should check if there is something nearby that can be hauled to a stockpile on the way.
Don't generate tribal pawns with Prostophile trait. "Lacks a bionic counterpart" looks quite silly on them.
Don't generate brawlers wielding ranged weapons.
A minimum efficiency slider for butchering, disassembling mechanoids, etc. A crippled master chef is good for cooking, but for butchering I'd rather have my healthy (or bionic) guy do the work.
I'd like to see a little more temperature extremes in the planets hottest biome (especially in the hot end of the desert-like environments). The ice sheet is harsh but there is no equivalent in the high temperature range. I think 40 degrees Celsius is the current summertime cap; however, colonists could survive double that easily with a little finesse (and crash landing in the wintertime).
Hopefully this is an easy thing to change!
GREAT, typed up a really nice reply, forum throws it away. Not typing it again.
A lot of the temperature stuff has issues of varying severity. If you give me read access to some of the source files, I can fix it, already have a fix typed for the vents (they don't conserve energy, currently) (edit: they *do* currently conserve energy, but Equalize can be one simple line). Coolers and heaters have issues that might severely hurt their efficiency, probably affects coolers worse. Ceilings influence temperature less the bigger they are, which is backwards. Walls alter temperature based on outdoor temperature, not neighboring room temp, which is probably not an error, just incomplete, but I could fix that too without using significant CPU time. (edit: I was wrong about the vents, but the other things are still there, most dramatic I think is coolers. The issues combine for a general sense of temperatures and power consumption not changing as you would intuitively expect them to.)
private void Equalize(Room r, float targetTemp) {
r.Temperature += (targetTemp - r.Temperature)*this.EqualizationPercentPerTickRare;
}
Quote from: praguepride on July 16, 2015, 12:56:56 PM
Flywheel capaciters: Batteries that don't explode into fire.
Basically they would be a less efficient battery and would experience stored energy decay but the upside would be that they wouldn't cause fires when they explode from damage or power surges.
In addition more efficient flywheel storage could be a researchable option.
Usually when a flywheel at full speed explodes, it's far more uh, explosive than an electrical fire. All that energy is released not only much more rapidly, but as kinetic energy rather than heat. Would easily kill everything in the room, and neighboring rooms.
When an animal revenge event happens, could other nearby hunters automatically focus on killing the attacking animal?
A simple idea, for modding - a single piece armor option - armor that has a helmet incorporated already and thus takes up both slots.
Right now it doesn't work. At all.
Well that, or the ability to set which takes top layer - armor or helmet
Quote from: AruBun on July 26, 2015, 10:15:46 PM
Quote from: praguepride on July 16, 2015, 12:56:56 PM
Flywheel capaciters: Batteries that don't explode into fire.
Basically they would be a less efficient battery and would experience stored energy decay but the upside would be that they wouldn't cause fires when they explode from damage or power surges.
In addition more efficient flywheel storage could be a researchable option.
Usually when a flywheel at full speed explodes, it's far more uh, explosive than an electrical fire. All that energy is released not only much more rapidly, but as kinetic energy rather than heat. Would easily kill everything in the room, and neighboring rooms.
I don't know about you guys but I certainly wouldn't want to check a whole array of battery flywheels for deterioration over time.
I think the right solution would be a "Flow Battery" (which is a tried and true technology). They take up a lot of space and store less energy (WattDays) per sq/unit of area but the positive and negative terminals can be on entirely opposite ends making shorting impossible. I actually deal with this stuff in my day to day worklife.
Quote from: AruBun on July 26, 2015, 10:05:21 PM
GREAT, typed up a really nice reply, forum throws it away. Not typing it again.
A lot of the temperature stuff has issues of varying severity. If you give me read access to some of the source files, I can fix it, already have a fix typed for the vents (they don't conserve energy, currently). Coolers and heaters have issues that might severely hurt their efficiency, probably affects coolers worse. Ceilings influence temperature less the bigger they are, which is backwards. Walls alter temperature based on outdoor temperature, not neighboring room temp, which is probably not an error, just incomplete, but I could fix that too without using significant CPU time.
If this is true I sure hope Tynan and Co. contacts you or at least gives your words some merit. I love the temperature aspects of the game but I have noticed strange anomalies too especially with cooling corridors vs square rooms of the exact same tile size.
Quote from: Azovie on July 27, 2015, 12:44:27 PM
Quote from: AruBun on July 26, 2015, 10:05:21 PM
(quote mostly omitted)
... A lot of the temperature stuff has issues of varying severity. ...
If this is true I sure hope Tynan and Co. contacts you or at least gives your words some merit. I love the temperature aspects of the game but I have noticed strange anomalies too especially with cooling corridors vs square rooms of the exact same tile size.
Ever seem like a lone cooler is conspicuously always at high power? I found out why, and I didn't make the connection until after I found the suspect in the code. Each of the issues is totally different, oddly, but for the cooler specifically (heater has the same problem but it manifests less severely) it outputs exactly the amount of cooling needed to reach the target temperature in a single time period (if it can), but the power it consumes and the heat it puts out are as though it remained at full load for the entire time period. I like the fact that they don't work like a thermostat, they don't have two thresholds, one for off and one for on, instead they just give what is needed. But they don't account for the partial output properly in their energy use and heat output. (edit: Meaning they can remain at full power, instead of correctly switching to 10% idle power, even when barely any cooling is needed/received from them... from what I read airlocks *should* help efficiency, but this problem completely defeats them because coolers/heaters would stay at full load most of the time even when it's overkill for keeping the selected temperature, and as with other temperature things, I can tell it's not how they were intended to work.) (edit again: I don't think I fully grasp all of the temperature mechanics in the game, I kind of got tired of trying to read ugly decompiled code, but I'm pretty certain about the things I mentioned.) (edit yet again: I can tell you, from looking at the code, that the number of wall tiles bordering the room affects how rapidly it equalizes with the outdoor temperature... twice the wall tiles, twice the influence. Room area is the other active contributor to equalization with outdoor temperature, however it doesn't look like it works correctly. Closed doors, open doors, and vents cause different rates of equalization with other rooms. Materials for walls and doors (including natural walls) don't matter.)
Quote from: AruBun on July 27, 2015, 10:27:21 PM....Materials for walls and doors (including natural walls) don't matter.)
I was wondering about that! Looks like i built all my fridge doors out of rock for no reason.
Another reason to make manual prioritizing override forbidden stuff: repairing doors bashed from the other side.
Currently doing this is as fun as the pull-out method. You can't repair forbidden doors, but if you unforbid them
a) other colonists might come by and let raiders in
b) the colonist who was repairing decides to open the door, letting raiders in
So you end up repairing until something like 90%, then forbidding the door, then unforbidding and repairing, and so on, over and over.
------------------
How about some combat stats for pawns and turrets ? How much damage a particular turret caused ? How much it took ? How much damage a colonist caused ? Keep track of this.
-----------
While placing an IED traps, I'd like to see a blast radius indicator, similar to how it's done with improvised turrets and sunlamps.
Would it be possible to have wargs eat what they kill, instead of leaving the corpses on the ground?
Oh, this isn't really a suggestion, but a tip to follow up what I was saying about coolers being broken. If you have multiple coolers cooling the same room, you can partially circumvent the issue when you have multiple coolers on the same room by staggering their target temperatures, though one of them will still consume more energy and put out more heat than it's supposed to, because it will stay on all the time. But, some of them being off, and one being on all the time instead of sometimes, is better than all of them being on all the time to reach the same temperature, right?
Pawns should rejoice after a long bad event, like volcanic winter and toxic fallout. Maybe simply make it based on duration of the event, so a long eclipse would qualify too, but not a short one.
I'd like to suggest that pawns not instantly die when their heart is destroyed. Basically, give a chance to save them, if we have a harvested heart in storage and can get them to a hospital bed in time.
yeah, it does seem a bit weird to have a harvestable heart if we cant do anything with it in game..
Quote from: hairlessOrphan on July 18, 2015, 01:34:15 AM
On the world map, when you select a landing site, add some filters. Should be pretty cheap (if you don't worry about speed, which you shouldn't have to, since it's a one-time thing for players). Filter by stone type, min and max temperatures, growing season months.
Especially stone type. I love the granite and marble maps.
This +1. We have a visual map of temperature, rainfall, elevation, terrain, but nothing for stone type.
What about one way conductors? It would make it much easier to make redundant batteries, that gets powered by power generators (solar panel, geothermal...), and in the case of power shortage not every system will run out of power at the same time.
[attachment deleted due to age]
Quote from: elec on August 01, 2015, 10:18:15 AM
What about one way conductors? It would make it much easier to make redundant batteries, that gets powered by power generators (solar panel, geothermal...) but in the case of power shortage, not every system will run out of power, at the same time.
I just use a power switch in the doorway. Switch off when batterys are charged, switch on if power is needed (ie: attack during eclipse etc.)
I search for a workbench to repair weapons and clothes/armor
Quote from: hairlessOrphan on July 18, 2015, 01:34:15 AM
On the world map, when you select a landing site, add some filters. Should be pretty cheap (if you don't worry about speed, which you shouldn't have to, since it's a one-time thing for players). Filter by stone type, min and max temperatures, growing season months.
Especially stone type. I love the granite and marble maps.
+1 for this... of the 5 stone types, granite is strongest, and marble is prettiest.
Quote from: Mr.Cross on July 17, 2015, 08:51:36 PM
Tynan, Instead of insta-jumping when you click on a 'jump to event' perhaps you could have it scroll there instead? that way you know which direction they are from your base (as well as not having to go searching for said base)
+1 this, so much, this *needs* to be a thing.
Quote from: AruBun on July 26, 2015, 10:15:46 PM
Quote from: praguepride on July 16, 2015, 12:56:56 PM
Flywheel capaciters: Batteries that don't explode into fire.
(omitted)
Usually when a flywheel at full speed explodes, it's far more uh, explosive than an electrical fire. All that energy is released not only much more rapidly, but as kinetic energy rather than heat. Would easily kill everything in the room, and neighboring rooms.
I thought I'd add, that it's not uncommon to put a high speed flywheel in a hole in the ground, for the sake of safety, then it wouldn't hurt anyone or anything in the event of failure, although it would still be completely destroyed, leaving behind only scrap metal. And a flywheel would probably require research, for materials, bearings, housing, mounting (must be aligned with planet's rotation axis), etc.
(aside about flywheels: It might be a nice energy recovery system for power stations... in many areas, energy prices are lower at night, during reduced load. Many flywheels are small, designed for spacecraft and hybrid cars (not talking about the traditional mechanical piston flywheel). Some are large diameter, I think there was a set of ~3 big ones used for some particle collider. The small ones need vacuum enclosures, kinetic 'armor' lining, magnetic bearings (possibly HT superconducting), and very advanced materials (carbon fiber) for the disc. (See "flywheel energy storage" wikipedia article.) The big ones are often totally exposed and lower tech, with lower edge velocity. Sometimes there's a safety mechanism to discharge excess energy in electrical resistors. Also, I believe the planned "Ford class" American carriers use flywheels to power the electromagnetic catapult, since flywheels can discharge their energy rapidly (electrical generators and structural integrity being the limiting factors)... I think most catapults are currently steam driven, interesting stuff.)
Quote from: Elec on August 01, 2015, 10:18:15 AM
What about one way conductors? It would make it much easier to make redundant batteries, that gets powered by power generators (solar panel, geothermal...), and in the case of power shortage not every system will run out of power at the same time.
I use switches to make a redundant array. I can add more batteries to the back as the colony grows, and I can add more sets if I want (don't think I need to). See attached image.
[attachment deleted due to age]
Plants which are indoors (not unroofed) shouldn't sway in the wind. Because there's no wind indoors.
Quote from: b0rsuk on August 03, 2015, 06:30:19 AM
Plants which are indoors (not unroofed) shouldn't sway in the wind. Because there's no wind indoors.
♫The plants can dance if they wannoo
Even if they are inside
Cause your plants don't dance
And if they don't dance
Then they're no plants of mine♫
(http://i.imgur.com/Rf7gi14.gif)
;)
Any chance we could get boomwargs?
Wooden Blocks (lame joy item) : Use block images with colour difference and install requirements.
After landing on a horrible planet and playing chess and games everday for however long surely one of the colonists have thought wheres my lego. only to turn around and release no lego, "bugger" said the colonist "why don't i build my own..."
Make colonists with illnesses not joy deprive themselves into insanity. Seriously, with a healthy colonist and medicine the hardest part about them getting sick is the -20 "totally Joy deprived" thought, and the mental breakdowns that it causes.
Quote from: Thorbane on August 04, 2015, 11:37:12 AM
Make colonists with illnesses not joy deprive themselves into insanity. Seriously, with a healthy colonist and medicine the hardest part about them getting sick is the -20 "totally Joy deprived" thought, and the mental breakdowns that it causes.
I requested the ability to watch TV from beds a while back, to help deal with this. Perhaps a radio joy object could be made as well, that would give some joy to everyone in the room? We know they can build radios, given the trade console and beacons, so why not a radio that can be used for entertainment?
We need an ability to make sculptures out of chocolate!
Quote from: Jorlem on August 04, 2015, 01:00:12 PM
Quote from: Thorbane on August 04, 2015, 11:37:12 AM
Make colonists with illnesses not joy deprive themselves into insanity. Seriously, with a healthy colonist and medicine the hardest part about them getting sick is the -20 "totally Joy deprived" thought, and the mental breakdowns that it causes.
I requested the ability to watch TV from beds a while back, to help deal with this. Perhaps a radio joy object could be made as well, that would give some joy to everyone in the room? We know they can build radios, given the trade console and beacons, so why not a radio that can be used for entertainment?
+1 radio joy object. Gives me a reasonable way treat colonists with long treatment period illnesses.
Quote from: Jorlem on August 04, 2015, 01:00:12 PM
Quote from: Thorbane on August 04, 2015, 11:37:12 AM
Make colonists with illnesses not joy deprive themselves into insanity. Seriously, with a healthy colonist and medicine the hardest part about them getting sick is the -20 "totally Joy deprived" thought, and the mental breakdowns that it causes.
I requested the ability to watch TV from beds a while back, to help deal with this. Perhaps a radio joy object could be made as well, that would give some joy to everyone in the room? We know they can build radios, given the trade console and beacons, so why not a radio that can be used for entertainment?
I requested an ability to simply visit patients and chat with them. It would be a periodically available joy activity that makes two pawns happier.
Guns should work as melee weapons in the same way that logs do. In a pinch a pistol or rifle butt is definitely more effective than fists.
Make solar panel power generation affected by heat. At 25˚C they work at 100% efficiency. As the temp rises they drop in efficiency by a max of 15%(probably at around 40˚C), and as the temp lowers they rise in efficiency by a max of 15%(probably at around -20˚C). This would make solar panels less useful in deserts where they currently operate best, and better in ice sheet where players could probably use the help early on in power generation.
Quote from: Songleaves on August 05, 2015, 02:09:50 PM
Make solar panel power generation affected by heat. At 25˚C they work at 100% efficiency. As the temp rises they drop in efficiency by a max of 15%(probably at around 40˚C), and as the temp lowers they rise in efficiency by a max of 15%(probably at around -20˚C). This would make solar panels less useful in deserts where they currently operate best, and better in ice sheet where players could probably use the help early on in power generation.
This would be brutal in a long heat wave, all those coolers need power.
1. In cooking food, meals containing more stuffs makes more and longer mood point.
For example. Lavish meal containing just 2 kinds of stuff, warg meat and rice, has mood point + 10 for 1 day. But same class meal, lavish meal with 3 kinds of sruff, warg meat ,monkey meat, and rice has point + 12 for 1 day. Or warg meat rice and potato has point + 10 for 1.2 day and so on.
With this function , making recipe controlable would be needed (choosing to use 2 kinds of stuff or 3 kinds of stuff etc...)
It makes users grow variable plants, not just 1 or 2 plants.
LETS MAKE BALANCED MEAL!
2.add salt and salted foods
Humans have been using salt to keep meats and vegetables from decaying. And, for sure, keeping food fresh is one of the most important work for rimworld refugees.
Let them use salts!
Ofcourse MEALS CAN NOT BE SALTED. HAVEYOU EVER SEEN SALTED MEAL?
And salted foods are unhealthy, which means that they can cause some diseases, like heart attack, stroke, or something.
The walls present on the map at the start are presumably ruins. So why are they in perfect condition ? They need no repairs whatsover.
I'd like to request wall decorations. Things like paintings or tapestries to hang on walls, that could up beauty without using up floorspace. (The tapestries could also help make the wall insulate better.) Both of these would use cloth, and making tapestries could be unlocked at the same time carpets are researched. A downside/balance to these could be that they are flammable, allowing fires to spread through bases even when the walls and floors are all stone.
Also, being able to smooth natural stone walls like we can do to floors, to make the inside of our mountain bases look nicer would be really, well, nice.
Edit:
Something else I thought of while making a suggestion to a mod, that I think would be nice to have in the base game: hunting trophies. Basically, a statue that would be made from a corpse of a dead animal instead of wood or stone. It could have the name of the animal when it was alive if it was a pet, or the name of the colonist that hunted and killed it if it was a wild animal, used as part of the statue name or art description. This could also include how it died. With the introduction of pets, this could be nice to have, to help remember favorite pets after they've died, as an alternative to eating them or letting them rot in the ground. (Also, being able to make statues out of the corpses of dead raiders should be possible as well, to try to frighten off future attacks, or just to use as scarecrows in the fields until they rot away.) Maybe add a taxidermy table for this, if the current art table wouldn't make sense?
I swear i played a previous version which allowed you to smooth walls in your base.
Hunting trophies could be made at... butchering tables.
Quote from: b0rsuk on August 08, 2015, 02:29:56 AM
Hunting trophies could be made at... butchering tables.
Can the same table use different skills for certain jobs? Because I'm not so sure cooking would be the right skill for making trophies.
Quote from: kahlzun on August 07, 2015, 08:05:56 PM
I swear i played a previous version which allowed you to smooth walls in your base.
There was it was oddly my favorite feature in those versions.
Why not a radio item that provides passive joy. It allows colonists that are incapped to be slightly not joy-deprived.
I commented earlier about the defect in the coolers, that they use more energy and produce more heat than they should when they are successful in maintaining their target temperature. I implemented the fixed cooler as a mod, it works perfectly and it doesn't use PushHeat or ControlTemperatureTempChange. I could make it more compact, but instead I made it lazier, and a little more verbose, so it doesn't perform certain calculations until necessary. This fix should completely defeat the workaround that I and probably others use abundantly, of always putting coolers together and staggering their target temperatures, and it's even more significant for people who like to put a cooler on every room or anything like that, and also for people who like to actually use the thermostat-style feature instead of just setting coolers to extremely low targets.
This segment here is suitable for copy+pasting directly into the Building_Cooler class, over existing code (for addition to vanilla core). It uses the same variable names that ILSpy gave me when possible, even though they're not the best. edit: I also compacted a few things things, like calculation of energyLimit.
if (compPowerTrader.PowerOn) {
// This version is lazy, it saves time when possible
IntVec3 intVec = Position + IntVec3.South.RotatedBy(Rotation);
IntVec3 intVec2 = Position + IntVec3.North.RotatedBy(Rotation);
if (!intVec2.Impassable() && !intVec.Impassable()) {
// temperature (the red side) is not used, only temperature2 is needed
float temperature2 = intVec.GetTemperature();
if (temperature2 > compTempControl.targetTemperature) {
Room roomBlue = RoomQuery.RoomAt(intVec);
// energyTarget, and energyLimit, correspond to energy change of blue room; therefore, energyLimit is negative, energyTarget is too if cooling
float energyTarget = (compTempControl.targetTemperature - temperature2) * roomBlue.CellCount;
// this conditional is a simplification of (energyTarget < 0f && !Mathf.Approximately(energyTarget, 0f) )
if (energyTarget <= -1.121039e-44f) {
// not idle
compTempControl.operatingAtHighPower = true;
// energyPerSecond / 60f * 250f is energy per TickRare
float energyLimit = compTempControl.props.energyPerSecond / 60f * 250f * Mathf.Max(0f, 1f + EfficiencyLossPerDegreeDifference * (Mathf.Min(temperature2, 40f) - intVec2.GetTemperature()));
Room roomRed = RoomQuery.RoomAt(intVec2);
if (energyLimit < energyTarget) {
intVec.GetRoom().Temperature = compTempControl.targetTemperature;
intVec2.GetRoom().Temperature -= energyTarget / roomRed.CellCount * HeatOutputMultiplier;
compPowerTrader.PowerOutput = -compPowerTrader.props.basePowerConsumption * (compTempControl.props.lowPowerConsumptionFactor +
(1 - compTempControl.props.lowPowerConsumptionFactor) * energyTarget / energyLimit);
} else {
intVec.GetRoom().Temperature += energyLimit / roomBlue.CellCount;
intVec2.GetRoom().Temperature -= energyLimit / roomRed.CellCount * HeatOutputMultiplier;
compPowerTrader.PowerOutput = -compPowerTrader.props.basePowerConsumption;
}
return;
} } }
// idle
compTempControl.operatingAtHighPower = false;
compPowerTrader.PowerOutput = -compPowerTrader.props.basePowerConsumption * compTempControl.props.lowPowerConsumptionFactor;
}
How's that for cheap?
(edit: there was a little problem in the paste, fixed it, forgot the two lines for idle)
+1 radio joy item. Listen to music while your working or in bed with plague.
> Rain storm event.
Rains for a week, periods of high wind followed by no wind, full cloud cover for event.
Outside humidity increase causing greater deterioration of items.
Quote from: ZeeOvenfresh on August 09, 2015, 05:53:14 PM
Why not a radio item that provides passive joy. It allows colonists that are incapped to be slightly not joy-deprived.
That's a great idea. It would be balanced by needing power and using a single joy tolerance type. It would be bought, and later when Electronics resource is added, you could make your own too.
It'd be horrible if the only one radio station. And it's a 24-hour all-day-loop elevator song.
Quote from: AruBun on August 09, 2015, 09:29:57 PMsnip cooler mod code
Would you be willing to post that as an actual mod, for those of us that don't know our way around the game's code?
* When copying stockpile settings, the name of the stockpile should be copied as well. If those names must be unique, increment a number. (For example a low priority stockpile named "Steel stays here" is copied to "Steel stays here 1", "Steel stays here 2"...)
* Trees should have HP proportional to their growth stage. It doesn't make sense that a 100% grown tree has as much HP as a sapling.
* Woodcutting should work by dealing damage to a tree's HP. Combined with the change above, it will mean small trees are fast to cut and it's easier to estimate how long a tree will take to cut. Also, trees damaged by lightning, explosions, gunfire will be easier to cut down later.
--------------
* When placing a Sunlamp, display the stats on soil covered. (For example, 7 rich soil, 12 soil, 9 lichen-covered soil...). It would be very convenient to have this information before the sunlamp is built.
* When placing a turret, display squares it won't see (because of line of sight) as black. Bonus points for shades of gray for squares partially obscured by obstacles. This feature might be a bit more work, but it will be educational and players will eagerly use it to learn about combat mechanics.
* When placing a growing zone (before releasing the mouse button), display stats on soil covered. For example, 12 gravel, 25 soil.
-----------------
Plants outside should receive a bonus (like +25%) to growth speed during a rain. A quick&dirty change which would make desert quite different from a rainforest. Even if you plan to implement a water system later, it could serve as a decent (and fun) placeholder.
+1 for the music player feature, that sounds really nice. The balance trade off would be that it gives joy at a lower rate than anything else, a continuous trickle that's just enough to keep joy from dropping while bedridden, and only works while awake (and bedridden), so it's useless for any other purpose.
Quote from: Jorlem on August 10, 2015, 11:29:55 AMWould you be willing to post that as an actual mod, for those of us that don't know our way around the game's code?
Sure, but I've never made any mods other than this one just for me, and I don't know how it might interfere with other things. It's ugly, has no standard documentation or comments or anything, and I haven't really done any modding yet (no using mods, I mean), so I don't know about the protocol for that.
Okay, I just went through fun hoops to use "moddb", made an account, told me given info was invalid without giving a clue why, make up some bogus thumbnail image (that wasn't big enough for them at first), just to upload a small bug fix, forced to select an incorrect category because none of them pertained to mechanics or fixes, and... "currently awaiting authorisation. Authorisation can take a couple of days during which time a site administrator will check the file" what fun! No, sorry, guess I can't give it to you in mod form.
Maybe in a few days, but probably not.
http://www.moddb.com/games/rimworld/addons/arucooler
Oh, maybe the "mirrors" button will give it.
Quote from: AruBun on August 10, 2015, 03:29:48 PM-Some angry mutterings about Moddb.
Why not just use dropbox or something similar? Alot of mod users on this site have other options other than Moddb, and as an added bonus i'm pretty sure your file won't need to be authorized there.
Quote from: Mr.Cross on August 10, 2015, 04:26:38 PM
Why not just use dropbox or something similar? Alot of mod users on this site have other options other than Moddb, and as an added bonus i'm pretty sure your file won't need to be authorized there.
I went there first, it asked to install something on my computer, and I said nooo. I don't regularly upload files like this, they're all (upload sites) a hassle.
Quote from: AruBun on August 10, 2015, 05:05:16 PM
I went there first, it asked to install something on my computer, and I said nooo. I don't regularly upload files like this, they're all (upload sites) a hassle.
I use Mediafire, they don't require any installation of anything.
Edit:
Also, thank you. :)
That bedside music player needs to loop trololololo
I forgot to mention, for Jorlem and if anyone else uses the cooler fix mod, it doesn't apply to existing coolers. So if you turn it on, load an existing game, then coolers you already have made aren't affected, but new coolers you make are. So if you replace them all via god mode, it'll affect them. This threw me for a few minutes, until the nice people in the chat told me that game saves with old coolers are still old coolers. After all, the original coolers are still in the core, the mod just adds a new cooler and points construction to the new one.
Quote from: b0rsuk on July 17, 2015, 11:10:37 AM
Double click on ore = select all explored ore tiles on the screen. This would be useful for mining.
Double click on wall = select all walls of that type on the screen. Useful for deconstructing ruins, and temporary constructions like wooden walls, steel walls (which you later replace with stone).
Double click on ground = select all of that soil on the screen. Uses:
- double click on rich soil to see how much is there
- double click on rough stone and smooth it
- double click on floor and remove it
Quote from: Jorlem on August 08, 2015, 05:28:20 AM
Quote from: b0rsuk on August 08, 2015, 02:29:56 AM
Hunting trophies could be made at... butchering tables.
Can the same table use different skills for certain jobs? Because I'm not so sure cooking would be the right skill for making trophies.
It'd make more sense for butchering to produce animal heads, which will eventually rot, and used by crafters at a taxidermy table to produce mounted trophy heads, and maybe even cute squirrels. To produce the heads, would result in less leather, and to taxidermy a whole animal like a squirrel would require the whole corpse at the taxidermy table.
Colonists with Power Claws or Scyther Blades should have BETTER than average manipulation for purposes of:
- plant cutting
- butchering
- maaybe stonecutting ?
If you want to be pedantic, the bonus doesn't need to apply to digging potatoes.
(http://www.dvdbeaver.com/film2/DVDReviews33/a%20edward%20scissorhands%20blu-ray/13_Scissors-BD.jpg)
Here is mine for A12:
- give some mammals like dogs a trainable to wear hats. 8)
(http://i51.photobucket.com/albums/f384/Jens_Michielsen/funny-hat-pics-348_zpsdjf5b6jr.jpg)
Quote from: Play2Jens on August 12, 2015, 06:42:50 PM
Here is mine for A12:
- give some mammals like dogs a trainable to wear hats. 8)
(http://i51.photobucket.com/albums/f384/Jens_Michielsen/funny-hat-pics-348_zpsdjf5b6jr.jpg)
I am looking forward to the pooch sombrero mod!
What about cats with hats?
(http://i.imgur.com/7qNTrHN.gif)
And
Quote from: StorymasterQ on August 12, 2015, 08:52:47 PM-Snippets of a certain cat in a hat-
And to follow the trend, What about Terror Birds with hats? Unfortunately I could not find a relevant picture, so you will have to resort to a mental image of a 10 ft. tall flightless carnivore, striking a funny pose with a cute little sombrero on it's head.
new music, release a video through youtube stating that your looking for someone to make some new in game idle music. pick the top five track?
An option for "Pause on Threat".
The game already has an option for "Pause on Load" so that the game is pauses after loading.
A "Pause on Threat" option would be useful for the game to pause on certain events like:
- Raid
- Siege
- Mad Animal
- Evil Ship
- Broken Berserk
Remove the OK selection on certain alerts, or move it further away from "Go to location". Also, put a time delay on being able to right-click to dismiss alerts, or put new alerts at the top of the list instead of pushing the old ones up.
For the former, it isn't hard to misclick, and then have to carefully pan around the map to find where some cargo pods landed, which is rather annoying. For the latter, it is too easy to accidentally right-click dismiss a new alert that pops up while dismissing a queue of minor alerts, such as disease alerts.
More resources and better industrial processes.
It wouldn't take very long to add copper to the game and make copper used for conduits rather than steel.
Instead of mining steel out of a wall you could mine iron and coal to combine into steel in a blast furnace which would:
a) Make the making of steel more realistic.
b) Add a new resource to the game, iron that things could be constructed out of
c) Add coal which could be a new option for power generation in a coal-burner
Semi-precious stones would be great such as:
- Lapis Lazuli
- Jade
For art.
And semi-precious materials you could make stone blocks out of like:
- Mica
- Microline
Which would produce some cool aesthetic options for base design.
Sand collecting could be used for glass and silicon chip making for power generators.
I really can't stress enough how expanding the variety of resources in RimWorld would improve the longevity (and in my opinion, entertainment) of the game far more than many more time consuming additions. It would also be relatively easy to do, take small amounts of time and would show many people that have not yet purchased RimWorld that the game is actively growing at a steady pace.
Please seriously consider this,
Kind regards
~ A huge fan of your work
Ronin I'm afraid this really isn't the thread for a huge game-changing suggestion like that. However, just to reply quickly:
The thing with the resources is, it doesn't add any new rewards or options to the game. Just more numbers, restrictions, and barriers. Have you ever heard of a player describing how awesome it was that they couldn't build something because they didn't have the resource for it? It doesn't happen. RimWorld is a story generator, and stories about about interesting, emotional things happening to people. The production chains in this game should stay as simple as possible because they're not really what the game is about. Too many games focus on ways to prevent the player from getting a few meager rewards, rather than creating more ways to get a wider variety of rewards and enable new character-oriented stories.
That said there will probably be at least one big new blocking resource (electronics) in Alpha 13 (not Alpha 12). Because by that time there will be enough content for that restriction to be added without frustratingly narrowing the player's options.
Quote from: Tynan on August 13, 2015, 04:18:54 PM
Ronin I'm afraid this really isn't the thread for a huge game-changing suggestion like that. However, just to reply quickly:
The thing with the resources is, it doesn't add any new rewards or options to the game. Just more numbers, restrictions, and barriers. Have you ever heard of a player describing how awesome it was that they couldn't build something because they didn't have the resource for it? It doesn't happen. RimWorld is a story generator, and stories about about interesting, emotional things happening to people. The production chains in this game should stay as simple as possible because they're not really what the game is about. Too many games focus on ways to prevent the player from getting a few meager rewards, rather than creating more ways to get a wider variety of rewards and enable new character-oriented stories.
That said there will probably be at least one big new blocking resource (electronics) in Alpha 13 (not Alpha 12). Because by that time there will be enough content for that restriction to be added without frustratingly narrowing the player's options.
Apologies if this is the wrong thread. I thought it was for quick suggestions? Adding resources wouldn't take too long.
I think you will find that there are many, many people out there who enjoy increased variety. You only have to look as far as the modding forum here at the Ludeon Forums or to the popularity of games such as Dwarf Fortress over on Bay 12 (which from what I know is where many people, including myself originally came here from).
I really hope that eventually you will change your mind.
Telling stories is interesting... But when there's not enough variety you're going to find that the same stories will tend to be told over and over.
I have put +150 hours into Rimworld at this stage but only the first 15-20 were vanilla. The rest went into the Ultimate Overhaul Modpack and the Hardcore SK Modpack. Most of the Lets Plays I've seen have been focused around these mod-packs as well.
It's just that 'increased variety' wasn't the suggestion. 'Increased economic complexity' was. The things you can build are the same either way.
Regarding DF, it's actually not very restrictive. There are only a few classes of resources to build from: stone, metal, textile, some others. Because the setting is so low-tech, there's no call to separate copper from steel because you can make a sword or armor from either. What you're suggesting would go far beyond DF in terms of restrictiveness just because modern technology requires such complicated materials.
EDIT: Reviewing what you said, you did suggest adding some new materials in addition to new complexities in building the existing things. I'd just say it's important to separate these concepts. Of course I'm always adding new content and things to build; that goes without saying. What I'm really replying to here is suggestions like: it's better to have a separate metal to build conduits from. And so on. I definitely do wish to pursue 'increased variety' :)
Quote from: Tynan on August 13, 2015, 04:30:12 PM
It's just that 'increased variety' wasn't the suggestion. 'Increased economic complexity' was. The things you can build are the same either way.
Regarding DF, it's actually not very restrictive. There are only a few classes of resources to build from: stone, metal, textile, some others. Because the setting is so low-tech, there's no call to separate copper from steel because you can make a sword or armor from either. What you're suggesting would go far beyond DF in terms of restrictiveness just because modern technology requires such complicated materials.
EDIT: Reviewing what you said, you did suggest adding some new materials in addition to new complexities in building the existing things. I'd just say it's important to separate these concepts. Of course I'm always adding new content and things to build; that goes without saying. What I'm really replying to here is suggestions like: it's better to have a separate metal to build conduits from. And so on. "Increased variety" describes almost every suggestion in this forum :)
One more post and then I'm done because I know you said this is not the thread for it.
Dwarf fortress might be low-tech but it does have complex and nuanced production chains. For example creating steel requires pig iron, iron, flux stone and coke or charcoal. Bronze requires alloying copper and tin together.
If you added copper as a mine-able resource and made it so that conduits needed copper not steel this would not greatly, greatly restrict the game-play. I think about it like this... Wood is a resource in RimWorld and so is steel. Conduits obviously cannot be made out of wood, this would be silly. However making them out of steel is also silly as steel is not used anywhere in the real world to conduct electricity... It is a terrible conductor. It also doesn't make sense for steel to be mined out of walls as steel is an alloy and has never been found naturally occurring (and possibly cannot naturally occur anywhere in the universe considering the specific nature of how it alloys with carbon). I know that the in-game explanation for this is that the steel is from collapsed structures but this is problematic for a variety of reasons:
a) Why is the steel from the collapsed structures found inside mountains?
b) Why has the steel not oxidized (rusted) from prolonged exposure to the elements? Assuming it has been around longer than a couple of decades the steel would be brittle to the point of uselessness. It certainly wouldn't compact into a mine-able form.
I really think this falls back to the problem of RimWorld just not having enough variety in basic resources. If RimWorld did not have steel as a resource and only wood conduits probably would have to be set to use wood too.
I think at the very least a high priority should be placed on adding; sand, glass, copper, coal and iron to RimWorld.
I hope you feel I am not being critical, I love RimWorld.
Kind regards,
~ The13thRonin
Rather than locking the progression behind complex resources it would change the progression (which at the moment isn't final, obviously) and
because Copper isn't the only conductive metal out there it could form way more interesting stories where players had to resort to using Iron for
conduits because that was the only thing they could find on the crash site (from the ship) before being able to buy far superior conductive metals
to revamp the conduit system and use Iron in more fitting places.
Steel being the only metal is not a case of minimizing complexity to focus on storytelling when you at the same time have five different types of
rock to maximize complexity to focus on storytelling.
Quote from: Tynan on August 13, 2015, 04:18:54 PM
Ronin I'm afraid this really isn't the thread for a huge game-changing suggestion like that. However, just to reply quickly:
The thing with the resources is, it doesn't add any new rewards or options to the game. Just more numbers, restrictions, and barriers. Have you ever heard of a player describing how awesome it was that they couldn't build something because they didn't have the resource for it? It doesn't happen.
Heroes of Might and Magic used to have 7 resources.
Three common ones: wood, ore, gold coins
four rare ones: sulphur, mercury, gems, and crystals
The new developer 'streamlined' things and replaced all rare resources with one: crystalized dragon blood.
People were not amused.
Ronin - I actually thought about this a bit more; I like the idea of jade specifically as a different luxury building material. You might see it in Alpha 13. Things like diamond will have to wait because there's no gem or jewelry system in the game.
Regarding DF, you are correct Ronin that there are complex production chains in the game. However, it's important to note that they are largely optional. You *can* make weapons out of steel by building furnaces with coke and all sorts of other complexities - but if you need to you can just use iron or copper. It's a stats upgrade pathway to existing things you can build, not a blocker (like needing copper for conduits). In this it resembles plasteel in RW right now (which I may make manufacturable, so it fulfils an adamantium-like role).
A few cheap suggestions to streamline the colonist tasks and make them easier to understand. First I propose reordering the tasks on the overview menu in a fashion that makes it easier and more intuitive to view.
First up would be unskilled non-dumb labor activities:
1) Firefighting
2) Flicking
3) Patient.
Next up Dumb labor:
4) Clean
5) Haul
6) Plant cut.
After that would come the other tasks in the order that their respective skills are listed on the character information screen
7)hunting (shooting/melee)
8 ) warden (social)
9) Doctor (medicine)
10) Cook (cooking)
11,12) construct, repair (construction)
13) Grow (Growing)
14) Mine (Mining)
15) Art (Artistic)
16,17,18) Craft, Tailor, Smith (Crafting)
19) Research (research)
It looks like they are arranged in a higher to lower priority fashion (such as a 1 in firefight would take precedent over a 1 in research) If this is the case that could still exist in the AI, but it is not important for the user to know which activity takes priority over another since it is a component of the AI that streamlines gameplay behind the scenes.
Another simple suggestion regarding tasks is for things colonists are incapable of doing (scary, violent, dumb labor, etc.) by mousing over that keyword, a pop up would show that kinds of tasks those include (e.g. mousing over dumb labor would tell you it means clean, haul, and plant cut) This would be just like the popup you get by mousing over a trait like nudist or abrasive.
I also think the tasks with out a relevant skill (the first 6) should be able to be manually prioritized (like when you right click on an action to have a colonist to do that activity), even if they aren't set to do that action on the overview menu. This would mean you could have the closest colonist to a chunk that is in the way of building something haul it away even if they wont seek out to haul items on their own, etc.
So solar eclipses IRL produce really cool shadows in addition to having some strange effects on the lighting in general. I'm wondering if there's a simple way that the solar eclipse event could alter the outside shadows in an interesting way. (https://farm8.staticflickr.com/7633/16831042551_152a35aba2_o.jpg)
I think this has been suggested before (gunsmithing):
Instead of having gunsmithing table of its own, was thinking about gunsmithing requires machining research and then be able to research gunsmithing with 2000 points, and it will only be able to craft pistols, shotguns and survival rifles with each only be able to craft it in TableMachining with each costs around 150+ steel and 100+ wood (or even higher since guns are high precision tool and therefore with higher requirements would balance out).
If this isn't cheap, then ignore this >_<
Modify raid events like for example:
- Pirate raids would prioritize item capture and/or slave capture (more towards slavering) other than just destroying facilities.
-- Pirates with these in mind would have a lot of personal shields with melee weapons.
- Hostile Tribe would prioritize item capture instead of pure massacre.
-- Some of them would have characteristic of fast walker.
not sure what would hostile outlanders do.
Mechanoids doesnt have any defensive path, they would just stand and take a hit, especially scythers (the centipede is a tank so no need to walk).
* Colonist with Chemical Interest should carry a beer with him at all times, like everyone does with food rations.
* Colonist with Chemical Fascination should carry TWO beers with him.
A tick box to sell all of 1 item
* When a drafted colonist arrives at the destination, he should say: "In positon." There should be a similar message when a drafted colonist equips something.
Reason:
Drafted colonist require constant attention. But it's not fun watching them go across the map until they can snipe evil ship part or mortars. Having them report when they reach position would be much more tolerable.
- Monsoon weather in tropical biome?
It's weird to see in any tropical biome there's 4 season.
Quote from: CatHerder on August 14, 2015, 01:03:37 PM
It looks like they are arranged in a higher to lower priority fashion (such as a 1 in firefight would take precedent over a 1 in research) If this is the case that could still exist in the AI, but it is not important for the user to know which activity takes priority over another since it is a component of the AI that streamlines gameplay behind the scenes.
I disagree. I think it is very useful to be able to easily see the order in which the AI prioritizes jobs, as it allows you to set priority weights in a meaningful way. For instance, if a job like hauling isn't getting done often enough, right now I know that I just have to lower or remove priorities on jobs to the left of hauling. With your suggestion, I wouldn't be able to easily see which jobs I need to adjust to get other jobs done.
Quote from: Jorlem on August 17, 2015, 01:06:19 AM
Quote from: CatHerder on August 14, 2015, 01:03:37 PM
It looks like they are arranged in a higher to lower priority fashion (such as a 1 in firefight would take precedent over a 1 in research) If this is the case that could still exist in the AI, but it is not important for the user to know which activity takes priority over another since it is a component of the AI that streamlines gameplay behind the scenes.
I disagree. I think it is very useful to be able to easily see the order in which the AI prioritizes jobs, as it allows you to set priority weights in a meaningful way. For instance, if a job like hauling isn't getting done often enough, right now I know that I just have to lower or remove priorities on jobs to the left of hauling. With your suggestion, I wouldn't be able to easily see which jobs I need to adjust to get other jobs done.
use manual priorities but there's also a problem with it... if there's a lot of work have same priority then it will by default follow the original priority (left side highest priority than right side) for example haul and cleaning has priority number 1 but hauling will be done first.
meanwhile:
- space bounty hunter raid event? :3
Toilets? Can use the same system as the power... Solar Panels => Toilets; Batteries => Septic Tank... along with all that goes hygiene... cant have your goons pooping on the floor can you
* Toggle snow (display)
Tundra maps can have something like 2-3 months without snow. Examining it tile by tile to learn if it's worth putting a sunlamp in there is annoying. On ice sheet maps, sometimes clearing snow is pointless if because there's ice beneath, you'd need to build floor too.
* Minimum skill for blueprints
Some structures take very long to build, like generators, ship, or a chess table made of stone. Others can be built by anyone - campfire, power conduits. Ability to designate blueprints with minimum skill requirement would be useful. Especially if furniture has quality in the future.
Colonists who are on fire will be 'put out' quicker if they go into Shallow Water.
Possibly automatically path towards it if sufficiently nearby..
Quote from: kahlzun on August 17, 2015, 09:57:35 AM
Colonists who are on fire will be 'put out' quicker if they go into Shallow Water.
Possibly automatically path towards it if sufficiently nearby..
Yea, but if you've made your base quite a distance away from any source of water, that could get quite annoying. Pehaps if it's within a cetain (maybe configureable) range?
* Use separate color for each disjoint power grid. This would help repair conduits after a mortar shelling. Also, some people have separate power grids on purpose, such as sunlamp powered by solar panels. Yes, you can use switches, but sometimes you don't need to, and they can be a little confusing (when there are many)
(When you click on Power in architect menu, power conduits are highlighted in cyan)
* Allow players to label their power switches. For example: "turrets", "backup batteries", "work tables", "hydroponics". Those labels should be overlaid on them similar to how colonist names are overlaid on them.
+3 mood boost - Saw a majestic (name an animal here)
Then waiting for the moment, someone saw a majestic squirrel.
Then having muffins draw it.
Profit?
Lazy colonists get a mood boost (+5 or so) while idle.
Hull plating for the escape ship would be nice.
Quote from: b0rsuk on August 17, 2015, 03:08:28 PM
...
* Allow players to label their power switches. For example: "turrets", "backup batteries", "work tables", "hydroponics". Those labels should be overlaid on them similar to how colonist names are overlaid on them.
it would be nice if we could just attach labels to locations. "Future storage", "Accomodation", "Build thicker wall"
* Cargo drop pods could drop random animals, some of them in a broken daze or rarely manhunter. You're playing tundra and suddenly some camels, cobras and yes, yes elephants drop in ! (The elephant I had in tundra was from a pack of elephants that WAS THERE at map start)
* A mode where map expands as time passes. Every 6 months (or every year?) the map size goes up by one notch. New areas become available. It would be a half-assed substitute for exploration, but better this than nothing.
* Ability to put switches in walls. Switches act as conduits for all intents and purposes except this. The fact you can't place them in walls leads to some ugly designs sometimes. You have to make a tiny loop just to make something switchable, and can't hide all of it in a wall.
To make this look prettier, maybe switches would have a facing direction ? That is, they work in all sides, but can only be activated from one of 4 cardinal directions.
Strongly agree with switches in walls!
Might want to add some sort of visible difference in the wall. So that people who forget where they place things can at least see where it is.
Mechanoids within a raid or an ancient danger room should be within a few years of each other when it comes to age. If they're produced in a factory, not carved out of stone by generations of workers, they come from the same assembly line and should have the same age.
Quote from: b0rsuk on August 18, 2015, 03:16:11 PM
* A mode where map expands as time passes. Every 6 months (or every year?) the map size goes up by one notch. New areas become available. It would be a half-assed substitute for exploration, but better this than nothing.
THIS!
Quote from: b0rsuk on August 20, 2015, 09:16:50 AM
Mechanoids within a raid or an ancient danger room should be within a few years of each other when it comes to age. If they're produced in a factory, not carved out of stone by generations of workers, they come from the same assembly line and should have the same age.
Theoretically speaking, it's possible for these "assembly lines" to have been operational for thousands of years to current day. No?
Quote from: CB elite on August 20, 2015, 06:06:39 PM
Quote from: b0rsuk on August 20, 2015, 09:16:50 AM
Mechanoids within a raid or an ancient danger room should be within a few years of each other when it comes to age. If they're produced in a factory, not carved out of stone by generations of workers, they come from the same assembly line and should have the same age.
Theoretically speaking, it's possible for these "assembly lines" to have been operational for thousands of years to current day. No?
Possible. But how to explain their age is so much apart ? Does each one quest for the Grail in a different part of the galaxy ? Is this some kind of high school reunion ? It's much easier to explain by mechanoids having individuality than in any other way. Do they have personality ?
I would like to request the addition of a mirrored ship cryosleep casket. The current access point for the cryosleep casket makes it very difficult to build a symmetrical escape ship.
Additionally, it might be worth considering either allowing colonists to walk over ship parts to extinguish fires, or make the ship parts nonflammable. If you've happened to build a ship where some part isn't exposed to the outer edge, (staggered structural beams, for example) and it catches fire, that's that. Very annoying.
Doctors should prioritize treating injuries by bleeding rate, who sets a broken tibia before dealing with a GSW to the lung?
Also the ability to set all your prisoners gets food/doctor/medicine settings at once would be awesome. So would the option to change the default settings, so I don't have to manually allow meds for each and every prisoner in the late game.
Quote from: Jorlem on August 21, 2015, 01:29:39 AM
I would like to request the addition of a mirrored ship cryosleep casket. The current access point for the cryosleep casket makes it very difficult to build a symmetrical escape ship.
Maybe not a separate mirrored structure, but a button to 'mirror' a blueprint ? Just like you have 'q' and 'e' (w?) to rotate, you could press something else to mirror.
Quite cheap idea which would increase QoL of this game would be:
* "Remember buildings" brush
* "Forget buildings" brush
* Rebuild order
You could remember the current setting of your constructions (floors, walls, workbenches [possibly including bills], but not zones), overwrite old with new remember orders or manually forget zones.
Rebuild order creates building sites for everything that is possible (placeable). Possibly not all at once but partially and adds new ones as older are finished.
I very miss these as if I want to create a base which doesn't use only squares for its design (which are quite easy to rebuild), reconstructing after every raid is a pain. (I'm playing on extreme :( )
Cheap idea would be also brushes "Forbid" and "Unforbid".
Also cheap and interesting idea would be special raid which can happen when some faction hates you a lot: multiple very small groups of enemies coming in few intervals from all angles around the map.
Another idea is to add ash on the ground when fire burns off which is ugly, slows down and cumulates similar to slow during burning. Can be cleaned by cleaners.
Also not difficult and imho good idea is to add interaction with rain and filth - make rain clear some random filthyness on the ground which aren't under roof. Cleaners should mainly clean bases, not blood on the ground after fending off invaders.
Yet another QoL change could be adding keyboard shortcut to toggle through your colonists, or actually any architect menu tabs.
How about people that hate certain colors? I am working with carpets at the moment to boost the mood, because I already have had several times that they were going beserk because of low mood.
What I love as a small edition is that some people hate certain colors for example red, or blue, from the carpets and lamps. I would die laughing if one of my colonist went berserk and destroyed all the carpet because of his mood. Not sure if anyone else would like this though, but it would bring some variety in the moods.
Quote from: zenfur on August 21, 2015, 08:01:19 AMuld be adding keyboard shortcut to toggle through your colonists, or actually any architect menu tabs.
Pressing < or > cycles through your colonists in order.
Quote from: kahlzun on August 21, 2015, 11:56:51 AM
Quote from: zenfur on August 21, 2015, 08:01:19 AMuld be adding keyboard shortcut to toggle through your colonists, or actually any architect menu tabs.
Pressing < or > cycles through your colonists in order.
Oh, great, thanks! Striking that one out.
Hay doesn't need to be refrigerated. I grew up on a farm, we bailed our own hay and stored it in a barn. All you need is to dry the grass and then keep it that way. Refrigerating hay just seems silly.
Perhaps make it so hay doesn't rot, but degrades faster if exposed to open air, and especially during rain?
huskey-dogs
Quote from: absentminded on August 22, 2015, 03:35:12 AM
huskey-dogs
Huskey's are already apart o the game, Hell I have one right now on my game.
1) I watched the shadow of the game and realized that the game is "the east" is left and "north" below!
You made the world map for the Australians, or simply wanted to create a feeling of unusual planet?
I want to assure you that by the rules of cartography, on any planet, north to be on top, and east to the right.
p.s. Registration check guessing words with the most uncomfortable in the world!
I have another cheap & easy and cool ideas. They are quite large in text, so I'll separate them. I've also
boldified key words for
TL;DR.
It's not very difficult to
simulate day/night lenght basing on day of the month and starting position on the world map you chose. It would be very cool to experience polar nights/days and possibly light level changes differently during the year.
Let's also don't create a problem when time shifts and doesn't fit anymore for what you've set for given hours. So I'd say let's say they "adjust clocks every day" and
sunrise is fixed at 4:30. or something near that, and the only things which change are day length and possibly (not neccesarily) light level. I'm sure there are ready formulas to count these matters for our planet basing on coordinates, so it could be easily translated for rimworld.
I think that player should be notified that
polar day/night. begin/ends with mail-thingy info and it should be displayed whether on selected place of the world polar events occur.
Also pretty cheap would be adding some more diversified weather, like
cloudy. (with some degree) which leads to
lower light level and makes vegetation grow slower..
Or
hurricane, which:
- devastates random plants, trees (possibly the more likely the more grown it is),
- strong wind slows movement of everyone outside,
- damages everything that is damaged the more damaged it is :P (because of weaker construction),
- has low chance to significantly damage something man-made (and create the weak point of the construction),
- it starts as a dry hurricane which increases fire agression/expansion threefold,
- there are lightnings during this event,
- will randomly destroy wind turbines,
- wind turbines don't operate during hurricane,
- will also destroy most of the outside apparel and raw food (suddenly, not gradually via deterioration system) - it is just carried away by the wind; weapons are too heavy,
- won't damage animals
- if your pawns stay outside, they may be hurt with things carried by the wind (this can be animated, but doesn't have to)
Hurricane should be quick (shouldn't last more than few hours) and players should be warned about incoming hurricane few hours in advance (you see the clouds) and it should get gradually darker up to 20-30% brightness level the closer the event is.
Right after hurricane comes ordinary rainy thunderstorm to extinguish raging fires.
Hurricane should be a rare event occurring around once per 1.5 year and not sooner than half a year from game start. It's the most likely to occur during summer, very rare during winter.
Also fitting to my suggested theme is
meteorology station. which would act as a 3-day early warning system for any extreme weather events, and possibly also can display weather prognosis for tomorrow (either sunny, cloudy, thunderstorm...). Has to be researched.
Some also fitting ideas that aren't very cheap because of the need of adding new animations/mechanics would be earthquakes and tornadoes. Things I suggested above should use already existing mechanics. Correct me if I'm wrong.
What do you think? I wonder whether Tynan reads everything what is posted here :)
Make it so CompFacility can also choose which buildings IT can attach to so you don't have to rewrite each building just to add a single facility.
EDIT: I'm not sure if this is already possible, but it seems to be!
EDIT 2: It's possible according to the code, AND the code doesn't discriminate! You can totally build a Facility close to a potato to buff its Beauty! Oh boy!
Lightening gun. Extremely expensive, very accurate (short - medium range)
Abnormally long warmup meaning colonist must be protected while it charges. Best weapon vs Mechanoids.
Uses same graphic as thunderstorm weather.
warning: I'm 68% asleep and i'll probably regret posting this when i wake up. i don't care.
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Rice plants growing slower in mud and/or swanp tiles than they would grow in dirt, gravel, or lichen-covered soil always felt awkward.
Tweaking the terrain growth rates on a per-plant basis seems to be the optimal solution, probably not the cheapest.
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Grind dessicated corpses into bonemeal, which increases the yield/growth rate of the plant. single use. probably not cheap.
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Mating season for a specific animal type, lasting several days and making the male animals aggressive towards male colonists.
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Seasonal migration of animals, lasting a few days. can cause animals not normally generated for the biome to spawn in large numbers, i.e. Tropical and borealis animals would be allowed to migrate through forested biomes.
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Floral bloom - for a few days the plants in the area grow at an accelerated speed. Scares of much of the fauna
Can we get the option to hold down the arrow button in trading please? If you're selling 300 blocks or whatever then that's a lot of clicking.
Also noticed that colonists don't harvest crops automatically anymore.
RTS games used to use the shift and ctrl buttons as modifiers when queueing up items, and could be added as a 10x and 50x modifier.
i.e.
shift + LMB will move 10 items.
Ctrl + LMB will more 50 items.
Ctrl + shift + LMB would move 500.
Event: Escape pod delivers berserk creature (cyborg, mutant giant chinchilla, 50 megascarabs?)
Quote from: wildeaboutoscar on August 23, 2015, 07:04:25 AM
Can we get the option to hold down the arrow button in trading please? If you're selling 300 blocks or whatever then that's a lot of clicking.
Also noticed that colonists don't harvest crops automatically anymore.
You can click and drag to trade large quantities.
Automatic turrets seem more like a mid-game feature. I suggest players have research it first.
So, to balance the game:
- The player can install and uninstall turrets like furniture. They land with one or two installable turrets. - Friendly outlandish towns bring turrets at the beginning of the game, as a token of goodwill and so the player can better defend themselves
- they can also buy turrets from traders
Quote from: king komodo on August 23, 2015, 02:22:21 PM
Quote from: wildeaboutoscar on August 23, 2015, 07:04:25 AM
Can we get the option to hold down the arrow button in trading please? If you're selling 300 blocks or whatever then that's a lot of clicking.
Also noticed that colonists don't harvest crops automatically anymore.
You can click and drag to trade large quantities.
Oh cool, thanks.
Veterinary surgery: Colonists with sufficient skill in both medicine and animals can operate on domesticated creatures with the goal to repair (peg/bionic limbs), enhance (razor teeth, advanced intelligence implants, bionic limbs) or exploit (lucky rabbit's foot, extract chemicals from boomalope, harvest replacement organs from pigs).
An off-shoot of this would be an event featuring a raging technothrumbo, or siegers arriving with a very angry mortar-toting muffalo. Maybe cyberchillas.
Manually prioritizing colonists to rest, sow SPECIFIC plots (sucks sowing potatoes when i need xergium). Limiting access of colonists to work stations (1 butcher table for getting human leather, letting only psychopaths use it).
Quote from: mumblemumble on August 24, 2015, 01:16:12 AM
Random chance for labor to hurt colonists, perhaps with burns from stoves, bruises from mining, scratches from construction ect. Perhaps like surgery, having minor and major accidents. Could be based on skill level, manipulation, consciousness, ect. Could be an interesting event, since its very controlled, unlike raids, but still requires attention.
Dis... we need it.
Simplify Flooring UI: Floors is probably the most cluttered tab in the Architect menu simply because every material variation has its own build order. The five different stone tile orders could be reduced to one with a dropdown menu, as could the three metal tile and five carpet tile orders. This will garner you much praise from us small screen users as you add future floor types :)
Adding weapons to be select able with outfits so when your brawler breaks his weapon in someone's arm, he can pick one up next time he's free.
The one thing bugging me with this release is that I can't hook a muffalo (or other intermediate intelligence animal that's large enough) up to a cart and use it to haul things in a tended manner or at least give it a harness that could do the same thing, though I would almost suspect that there is a modder working on this. And honestly I think you have rescue and haul backwards since most animals would need to be able to haul something in order to rescue a person but that's minor.
Other than that I'm hoping to, eventually, be able to ride a muffalo/elephant/deer/thrumbo into battle. That last one's probably going to be pretty tough honestly.
EDIT: Forgot to mention the hay thing. It doesn't need refrigeration, just keeping dry. I know there's code for degradation faster during rain, perhaps when removing the refrigeration make it so it degrades faster than that in the rain.
I would like to suggest a line of Allergy traits, which give pawns a negative moodlet when exposed to a specific thing.
Example Allergies
"Hay fever" - The pawn gains a negative mood modifier while outside between June and September, or when planting/harvesing Haygrass.
"Pollen Allergy" - The pawn gains a negative mood modifier while outside between March and May, or when plating/harvesting Trees.
"Dander Allergy" - The pawn gains a negative mood modifier while inside with most animals, and a larger one if they handle animals.
"Dust Allergy" - The pawn gains a negative mood modifier while inside a dirty room.
"Food Allergy : ( Dairy, Eggs, Nuts, Rice, etc.)" - The pawn gains a massive negative mood modifier and vomits after consuming anything made with the example food.
Also: Nut/Fruit trees. Which can be harvested like berry/agave bushes, and give wood when cut.
Cherries/Cashews/Walnuts/Peaches/Apples etc.
Volcanic eruption.
A lengthy event where ash falls from the sky, slowing creatures and pawns. The ash can be swept aside much like snow and solar power is decreased. affects respiration, increased chance of wildfires, plants take a few points of damage per day.
Sandstorm. This is not Darude.
A short weather event that deposits significant amount of sand that slows movement and can incapacitate pawns, requiring rescue. Sand can be swept aside like snow, and easily gets through vents, creating a lot of cleaning work. increased chance of getting sick for a few days thereafter (diseases carried along with the dust & sand). only occurs when the colony is near a desert.
Using ranged weapons as impromptu melee weapons.
Ranged weapons can be used as impromptu melee weapons when a pawn is being attacked by a melee animal/raider. give ranged weapons visible information about the melee damage type, damage value, and attack speed. using ranged weapons in this way causes 2 to 5x the deterioration rate based on the average of the pawn's ranged and melee skills, the weapon quality, and the object being attacked (i.e. squirrel vs armoured raider vs rhino vs mechanoid slug)
Generalized Hungry creature event.
This is the beaver event but generalized to all the animals, variable size of creatures. snakes only attack small creatures, like squirrels, hares, etc. Large herbivores eat all vegetation. small herbivores except beavers eat non-tree plants. wargs eat small herbivores and occasionally large ones.
Generalized Manhunter creature event.
1 to 20 creatures of any variety arrive on the map and will attack humans on sight. In the rare case that a single manhunter hare arrives, give it a special name. ;)
Event: Faction A with low relations with player colony offers to wipe the slate clean if the player assassinates a specific Faction B member scheduled to be passing through shortly.
A similar event could be one where Faction A has good relations with the player and offers a sum of silver or gold to assassinate a specific Faction B member.
Quote from: re1wind on August 25, 2015, 01:58:03 PM
Generalized Manhunter creature event.
1 to 20 creatures of any variety arrive on the map and will attack humans on sight. In the rare case that a single manhunter hare arrives, give it a special name. ;)
And equip your pawns with holy hand grenades!
hey, in my opinion could be nice to change the color of the animal`s names,to be the same color may cause confusions in gameplay.
<3
Algae on the shores. To harvest for food. :)
Please fix baseBodySize:
Deer: 1.9
Human: 1.0 (alright so humans are bodySize 1)
Alpaca: 1.0 (.. and so are the clearly larger alpacas)
Warg: 1.0 (.. and so are the clearly smaller wargs)
Husky: 1.0 (.. and so are DOGS? (http://www.huskytraining.net/wp-content/uploads/2012/12/sibh.jpg))
LabradorRetriever: 1.0 (.. WHAT THE HELL? (http://www.caithness.org/photos/fpb/2009/september/labrador_retriever_fun_day/labrador_2.jpg))
Pig: 0.8
WildBoar: 0.7
Monkey: 0.35
BoomRat: 0.2 (yea sure 5 squirrels fit in a human)
MegaScarab: 0.2 ("its size and hard shell make it dangerous when it attacks")
When you start working on relationships and children (i assume you already plan to put those in..) can you put in a system where experiences influence the characteristics of a child/person? So, say a family member gets killed by a bandit raid, would it make a child get a background as frightened child or make it a psychopath? It would definitely be interesting to give some bonus points when a family member or love talks to the person, or extra minus points when he/she dies. I would love to see people getting the trait "nudist" because their clothes were on fire once!
Quote from: cunemous on August 26, 2015, 06:58:52 PM
When you start working on relationships and children (i assume you already plan to put those in..) can you put in a system where experiences influence the characteristics of a child/person? So, say a family member gets killed by a bandit raid, would it make a child get a background as frightened child or make it a psychopath? It would definitely be interesting to give some bonus points when a family member or love talks to the person, or extra minus points when he/she dies. I would love to see people getting the trait "nudist" because their clothes were on fire once!
Somehow this does ot feel cheap to me ....
On topic: make psyhopaths actually enjoy slaughter, so it will be their 'joy' pasttime. Makes no sence when bloodthirsty, or cannibal nejoys building a snowman, and no joy from eating human flesh, f.e.
Frozen eggs should remain edible but be rendered inert and should no longer be able to hatch. I was a bit surprised when my eggs in the freezer hatched into baby tortoises.
I think an additional "Power use level" to heater and cooled of "none" should be added when no energy is being used. I was a bit scared that even after I turned my heaters off they were still running because their lowest level is "low".
Quote from: zappy on August 27, 2015, 06:47:00 AM
On topic: make psyhopaths actually enjoy slaughter, so it will be their 'joy' pasttime. Makes no sence when bloodthirsty, or cannibal nejoys building a snowman, and no joy from eating human flesh, f.e.
But psychopaths don't enjoy slaughter. They just don't care about suffering of others. They're ruthless and manipulative, they don't feel many emotions, but they perceive them in others and like to pretend and use others for their profit. Psychopats aren't sadists.
Many CEOs are psychopaths. They don't murder people. They just squeeze them and ruin lives, make people burn out. Bill Gates sounds like one (his business tactics).
Quote from: b0rsuk on August 28, 2015, 04:56:42 AM
Quote from: zappy on August 27, 2015, 06:47:00 AM
On topic: make psyhopaths actually enjoy slaughter, so it will be their 'joy' pasttime. Makes no sence when bloodthirsty, or cannibal nejoys building a snowman, and no joy from eating human flesh, f.e.
But psychopaths don't enjoy slaughter. They just don't care about suffering of others. They're ruthless and manipulative, they don't feel many emotions, but they perceive them in others and like to pretend and use others for their profit. Psychopats aren't sadists.
Many CEOs are psychopaths. They don't murder people. They just squeeze them and ruin lives, make people burn out. Bill Gates sounds like one (his business tactics).
And you cant deny the fact that he nejoys it. Being all-powerful and wealthy, theres good feeling and joy in that.
And what about cannibals and their 'special' tenorman chili? Surely they get the joy out of that, cause you know, it's a bit tabbo, but still, they can savour it.
cannibalism is simply the act of eating flesh of your same kind. the connotation that it also implies a barbaric, tribal, and bloody nature is a separate entity.
A person forced to resort to cannibalism to survive can't be compared to another person that, aside from eating the flesh of their victims, also enjoys torturing them.
Ergo, the cannibalism trait is misleading, but only because the pop-culture interpretation of cannibalism also implies enjoyment. A pawn in rimworld that ate a human burger and got the negative thought is technically still a cannibal. a pawn that doesn't know he's eating a meal made with human flesh is also a cannibal. what kind of society/culture they came from will ultimately define how they react. Adding that kind of depth to rimworld is almost certainly not high on the priority list if it exists at all.
-----------------------
Various traits:
Vegetarian: Gains a minor +thought when eating raw non-meat food & non-meat simple meals. Gets very upset when eating anything with meat in it, neutral stance on rations. will eat lavish and fine meals as a 2nd-last resort. will eat meat as a last resort.
Meat Eater: Gains +thoughts when eating food with meat in it. gains -thoughts when eating meals without meat in them. Eating raw meat has a reduced negative effect.
Asthmatic: dislikes dirt, loves cleanness. Looses breathing effectiveness after walking for a while, requiring regular rests. can get an asthma attack which can be alleviated with medicine.
Strong Walls: A wall type that is 50% more durable than a regular wall. Requires plasteel to build.
Crossbow: A bow and arrow, but faster and more powerful. Short range and expensive.
Quote from: Louisthebadassrimworlder on August 28, 2015, 01:09:07 PM
Strong Walls: A wall type that is 50% more durable than a regular wall. Requires plasteel to build.
Just build a stone or plastisteel wall?
Quote from: Louisthebadassrimworlder on August 28, 2015, 01:09:07 PM
Crossbow: A bow and arrow, but faster and more powerful. Short range and expensive.
I wouldn't say faster, as one can draw and fire an arrow much faster than they can cock a crossbow. As for more powerful I can agree since the pope did at one point ban them from military use.
A new button in the work tab to reset all enabled manual priorities to the default number. Re-customizing priorities (but still keeping the same ones enabled) can be a real hassle in the current system. A single button to put them all back at 3 would greatly help.
Quote from: re1wind on August 28, 2015, 10:17:17 AM
cannibalism is simply the act of eating flesh of your same kind. the connotation that it also implies a barbaric, tribal, and bloody nature is a separate entity.
A person forced to resort to cannibalism to survive can't be compared to another person that, aside from eating the flesh of their victims, also enjoys torturing them.
Ergo, the cannibalism trait is misleading, but only because the pop-culture interpretation of cannibalism also implies enjoyment.
Just read the cannibal description. It actually states that 'cannibal' person nejoyed that meal.
Also, i was always wondering-how them pawns understand that they actually ate a human burger? I mean, in prepared meal it's quite hard to distinguish it, especially if the ccok is good and uses spices and all that stuff.
During A12C we all are facing the consequences of illness and even a flu takes someone for 5+ days... :-\ We can feed them, treat them... but Joy always drops a lot and that really can kill them if they start wandering without treatment or so... :'(
I tried to put a TV in the "hospital" room (like any regular hospital in RL ;D) so they can have some fun, but even awake they ignore it... I tried also several positions, but it seems not to work.
If it's not implemented I feel this will help to pass the flu/treatment thing better without much effort.
What do you thing?
[attachment deleted due to age]
A fence for animals. Works the same as a wall except colonists can shoot behind it(Offering very little/no protection), wont roof areas and just to make pastures look that bit cooler
Allowing trained animals to be targeted specifically(like, when their master is drafted, you can, either from the priority right-click thingy when you have the master selected or when you have the animal selected, tell them to attack specific entities). Also, I don't know if that counts as "cheap", but I would like carnivorous animals to go hunting for themselves.
How about a new faction? Like Knights with crossbows and heavy armors or vikings with axes and chain mails.. ;)
I would like the new 'animal' skill be included in backstories.
To clarify, backstories give +or- skill levels, which effects the colonist's skills.
You can count on a soldier to have good combat skills, or a noble to be a good talker.
However, the animal trait is unaffected by these backstories, and are completely random, and often low. Some backstories giving a +or- to the animal handling skill would be nice.
Quote from: manilaguy on August 29, 2015, 11:56:40 AM
How about a new faction? Like Knights with crossbows and heavy armors or vikings with axes and chain mails.. ;)
The problem is that the faction has to fit in the game universe. Factions would adopt to the future technology being available. So I was thinking about it. Maybe it's possible that medieval kingdoms don't want to use technology since they think it's the devils work. And viking raiders wouldn't have that much use for it since they're only looking to pillage some villages and are excellent brawlers anyway.
I think Vikings, Advanced (mining) Corporations and/or an Advanced Fascist City would be a cool add-on for the game.
- Vikings can sometimes use guns (which they found while raiding), but are mainly brawlers.
- Mining corporation is an advanced factions which wants to eradicate you because you settled on resource rich lands
- Fascist City uses soldiers with advanced weaponry. All the pawns look the same (bald head and beige cloths or so). They are ruled by an insane dictator. The player can sometimes take in refugees from the city. It's a faction which survived the downfall of human kind through keeping people poor and a dictatorship for centuries. Only the 1% has future tech and are able to travel to other planets.
Quote from: Play2Jens on August 30, 2015, 12:57:28 PM
Quote from: manilaguy on August 29, 2015, 11:56:40 AM
How about a new faction? Like Knights with crossbows and heavy armors or vikings with axes and chain mails.. ;)
The problem is that the faction has to fit in the game universe. Factions would adopt to the future technology being available. So I was thinking about it. Maybe it's possible that medieval kingdoms don't want to use technology since they think it's the devils work. And viking raiders wouldn't have that much use for it since they're only looking to pillage some villages and are excellent brawlers anyway.
I think Vikings, Advanced (mining) Corporations and/or an Advanced Fascist City would be a cool add-on for the game.
- Vikings can sometimes use guns (which they found while raiding), but are mainly brawlers.
- Mining corporation is an advanced factions which wants to eradicate you because you settled on resource rich lands
- Fascist City uses soldiers with advanced weaponry. All the pawns look the same (bald head and beige cloths or so). They are ruled by an insane dictator. The player can sometimes take in refugees from the city. It's a faction which survived the downfall of human kind through keeping people poor and a dictatorship for centuries. Only the 1% has future tech and are able to travel to other planets.
the thing is, a faction is a big thing, the equipment and stats have to be balanced, especially when you want to weight item choices, like making most people brawlers or having everybody wear the same. also, the fascist city would require an entirely new incident, which makes it even less cheap.
======= Colonist Perks =======
* Ascetic colonists should enjoy stone beds
* Green Thumb colonists like pot plants in room, or even having a bed in a greenhouse/hydroponics room.
* Colonist perk: Sickly
The colonist is more likely to catch a disease or infection.
* Colonist perk: Messy
The colonist spreads extra dirt when walking around, working, and eating
* Colonist perk: Animal Friend
The colonist really enjoys company of (tamed) animals. He talks to them and gets benefits from social chat. He likes sleeping with animals, etc. Might also feed various things to animals and spoil them.
* Colonist perk: Always Wanted A <Pony>!
A bit similar to Prostophile. The colonist is unhappy, because he always wanted a specific pet animal. The animal could be anything from squirrel to alphabeaver and thrumbo. If the animal is in colony and assigned to the colonist, he becomes happy.
====== Other ======
* Ability to uninstall chess tables, trade beacons, sunlamps, billiards tables
* Peg legs for animals missing limbs. Bionic limbs for which fit any animal sound a bit light magic (but then again, we have bionic arms which can become left or right at will). Peg legs are generic enough.
* Animals rescuing tamed animals. If you want to be extra cute, make them rescue even non-tamed animal of the same race.
* Switch Flicking training for... monkeys! Wild monkeys may randomly press your switches if they can access them, tamed monkeys don't do that, trained monkeys toggle designated switches.
* Pigs can be used to find truffles. Those could act as hidden growing zones you can't move or expand. Eating truffles would give joy, they could also be sold for nice money.
* Why not just rename Uranium to Thorium ? Both can power reactors. Presumably people in 5500 have finally figured out how to make Thorium reactors. The only downside of Thorium reactors is you can't make bombs with it, and there's no catastrophic meltdown.
* Mutts (dog race). If you have two dogs of different races, one male one female, one can make the other pregnant. The offspring is not as classy, but likable and mutts are just as good.
* Animal sacred to a tribe
Each tribe faction should have a random sacred animal. Killing an animal of this race: -2 relation with that faction. If an animal of this race dies on your map, they still blame you (-1 relation). The animal doesn't have to belong to the biome, you may play Tundra and have a tribe that worships Alpacas.
* Alien artifacts should come unidentified. You should identify them at research tables. This would create a (late?) game research sink. Also, it's a bit strange exotic good traders sell those just like anything else. Maybe they should sell unidentified artifacts ?
* Mirror, a joy item. When installed, may enrage or startle animals of Intermediate or lower intelligence.
* Male dogs should (rarely) try to hump colonists. Like the opposite of nuzzling. Imagine: Poor Mood Warning. Click on the colonist to see what's bothering him. "Humped by Sultan". Sex of the colonist doesn't matter.
Dogs might also try humping other animals.
* "Wandering" shouldn't happen between two parts of a disjoint allowed area. The reason is, the colonist does this for no reason and at half speed. This doubles the intake of toxic fallout.
* Random Seed for colonists. We already have random seed for worlds (planets). Random seed for the 3 initial colonists would let a player take the same colonist to another world, or share fun colonists on a forum.
* Most animals shouldn't be slowed by tables. They can walk beneath them. Notable exceptions are bigger animals, like dromedary, alpaca, mufallo, elephant, elk.
* Wild Boars should have Advanced intelligence, not Intermediate. They're essentially the same as pigs, only hairier. If someone wants to train a wild boar (wildness 50%) for hauling, let him. Good luck.
* A hotkey to cycle between animals, or at least pets (named animals).
* Bulk good traders shouldn't sell thrumbos. Rare Thrumbo, remember ?
* When a Boomalope vomits, it probably shouldn't be ordinary vomit. How about acid that destroys floors and furniture, or something toxic ?
* Billiards table should require constructed floor underneath, probably other than carpet. The reason is gravity. Hitting balls with a cue is no fun if they don't travel in straight lines.
oh, and one thing that isn't really my idea, but easy to make and should REALLY be in the game are ceiling lamps in the style of superior crafting, which you can walk under, so you don't have lamps all over the place.
(Not necessarily the "cheapest" but close to).
Sand buckets. Take up 1 tile. One use item. Made of wood or steel. If a fire breaks out, allows quicker fire extinguishing.
Units would path to sand bucket, and then have a bonus to fire fighting for one tile/use. The graphics would be the most expensive part of making this I guess.
Allow more different areas to be designated, I need more to separate my animals
Quote from: Technical Ben on August 31, 2015, 08:10:20 AM
(Not necessarily the "cheapest" but close to).
Sand buckets. Take up 1 tile. One use item. Made of wood or steel. If a fire breaks out, allows quicker fire extinguishing.
Units would path to sand bucket, and then have a bonus to fire fighting for one tile/use. The graphics would be the most expensive part of making this I guess.
I'd make it an equipable item which has to be refilled at a sand deposit, but which can be used on more than one tile, because that is really useless unless the deposit is right next to the fire.
A message saying the muffalos is pregnant, and being able to jump to that muffalo would be nice cause i cant tell if mine are or if a wild one is
New joy structure:
Shooting range / (gun/archery) target.
Colonists can blow off some steam at the shooting range. Provides joy & training in shooing skill.
Just make sure your other colonists don't wander into the line of fire.
Also probably somewhat loud, so could wake up nearby sleeping colonists.
Quote from: Mechanoid Hivemind on August 31, 2015, 10:26:09 AM
A message saying the muffalos is pregnant, and being able to jump to that muffalo would be nice cause i cant tell if mine are or if a wild one is
Wait. Wild animals reproduce as well? I never noticed.
About archery range, it's already done as a mod if you want to try it out :)
@edit: A shortcut to cycle through your animals (similar to < > for colonists), probably shift + <, > would be very handy. I miss this a lot.
New Trade Ship: Gourmet Trader: A Trade Ship that deals exclusively in food items. Will offer rarer foods.
my cheap idea
How about a way to organize the work panel.. I always end up with 2 many colonist and forget who's doing what... it be nice to be able to move colonist up or down in the work page
Quote from: ranger24 on September 01, 2015, 10:05:05 AM
my cheap idea
How about a way to organize the work panel.. I always end up with 2 many colonist and forget who's doing what... it be nice to be able to move colonist up or down in the work page
I agree, for substitution of that I rename colonists to suggest what they are doing. You can try it too :)
A hotkey to select the nearest colonist who is neither hungry nor tired.
Quote from: b0rsuk on September 01, 2015, 12:02:38 PM
A hotkey to select the nearest colonist who is neither hungry nor tired.
We need this. This is genius. You have one my undying support for this cause.
People have been asking for a food selector on colonist similar to medicine selector. I have another idea which may result in less micromanagement:
Set allowed food for rooms.
- Instead of selecting each prisoner individually and choosing what he can eat, select the whole prison room and determine what prisoners in that room are getting. Will even affect future prisoners.
- Select a (dining) room and choose what gets eaten there. Colonists who want to eat within the range of that dining room will only select that food.
- colonists who want to eat in the field are... a problem ?
--------------------
Colonists who must eat raw food (no meals, no working nutrient paste dispenser) should prioritize corn and strawberries.
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.
2. Add bridges to move above water, also some kind of floating platforms to build constructions on water. I hope we'll be able to dig for oil in the future.
3. Stairs (for basements and 2nd floors).
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.
2. Add bridges to move above water, also some kind of floating platforms to build constructions on water. I hope we'll be able to dig for oil in the future.
3. Stairs (for basements and 2nd floors).
1) I've never seen raiders do that so it may be a bug.
2) 100% agree on the bridge part, I don't see much use for oil though I'm certain someone, somewhere will come up with a reason so may not be bad.
3) it has already been stated that Z-levels will not be added so sorry but there will be no stairs.
Long time player, first time poster.
I enjoy the idea of expanding trade and have been thinking about a very simple idea to do so.
Cash Crops
The idea to just add a few more crops with different properties.
The big three are sugar, tobacco, coffee all of it could easily be done via "growing zone -> select type"
Personally, I have never grown more than few lucky devilstrand mushrooms to full. Generally, a solar flare will kill my hydroponics with mushrooms and make me cry. If growing outside, winter and summer pose their own challenges, 45 days is just so long.
I often get my money by farming and selling extra food early on, with enough colonists, I eventually start to produce art, clothing, and cook surplus meals.
While this type of wealth generation is functional, I think expanding the opportunities to get more silver to trade would be good. Having an extra field to the side with the idea of profits, or potentially joy producing goods, adds a bit of character to the colony. The main way for colonies to get resources is via export, while I realize what I'm about to say is a real life example, and Rimworld isn't "real life," I think taking into account that some economies heavily dependent on exports (i.e. every Rimworld colony ever) will grow cash crops for export is a good idea.
Something to have for export between the inexpensive potato to the (for me, at least) nearly impossible to grow devilstrand, would be a welcome addition.
For the colonies advocating for agrarianism, having more sources of joy you can produce for yourself is always good too. The chocolate is already in the game, so I hope this idea can be considered a "cheap idea" with easy implementation beyond needing to make a bit of new art work.
Quote from: king komodo on September 02, 2015, 01:17:28 AM
2) 100% agree on the bridge part, I don't see much use for oil though I'm certain someone, somewhere will come up with a reason so may not be bad.
Fuel production for vehicles or portative generators, for example.
When a colonist breaks and starts stripping or drops their weapon, they should remember it and reequip what they dropped once they come out of their daze, so long as it hasn't been moved.
Also, small animals like hares and Yorkshire terriers should try to flee from berserk colonists. They die far too easily when a berserker targets them. Alternatively, if they are assigned to the berserker, perhaps they could try to nuzzle them out of their berserk state?
New building material (for walls only)
Compressed Earth Block (https://en.wikipedia.org/wiki/Earth_block)
Earth walls are one of the oldest, simplest building materials. There is dirt pretty much everywhere. Compress it and you have a strong, fireproof, cheap building material.
Could be produced at a hydraulic press. Faster to make than stone blocks and do not require chunks of stone (the colonist could animate digging for a moment perhaps to represent acquiring dirt?) they can be used to create fireproof walls that, alas, are also not as strong as stone walls.
tl;dr
Earth Block Walls
Produce earth blocks at hydraulic press
faster to make than stone blocks
weaker than stone blocks
fireproof
More versions of "green thumb" that apply to all jobs.
https://ludeon.com/forums/index.php?topic=15807.0
Probably been suggested, but I've always thought it would be nice to prioritise what things people focus on hauling, such as miners hauling the things they've been mining, and plant-growers/cutters focusing on harvested crops. I often end up with miners running off and mining a load of stuff that's been designated, and then it just sits there for ages and people tend to ignore it.
Mech Suits, people use them and get buffs. ( inspired by Alien 2/Aliens )
Quote from: Shipwrecked_and_Comatosed on September 02, 2015, 11:00:41 PM
Probably been suggested, but I've always thought it would be nice to prioritise what things people focus on hauling, such as miners hauling the things they've been mining, and plant-growers/cutters focusing on harvested crops. I often end up with miners running off and mining a load of stuff that's been designated, and then it just sits there for ages and people tend to ignore it.
a bit like this (https://ludeon.com/forums/index.php?topic=15759.msg166407#msg166407)?
Quote from: blub01 on September 03, 2015, 01:41:21 AM
Quote from: Shipwrecked_and_Comatosed on September 02, 2015, 11:00:41 PM
Probably been suggested, but I've always thought it would be nice to prioritise what things people focus on hauling, such as miners hauling the things they've been mining, and plant-growers/cutters focusing on harvested crops. I often end up with miners running off and mining a load of stuff that's been designated, and then it just sits there for ages and people tend to ignore it.
a bit like this (https://ludeon.com/forums/index.php?topic=15759.msg166407#msg166407)?
I can't see anything on that list that specifically matched what I suggested, but it seems like it's in the same direction.
well, the part about prioritizing jobs goes VERY much in the same direction, and I imagine hauling jobs to be either a specific type of item, a specific area or both, maybe with the possibility to set an amount per day or make it dependent on the amount of resources in the stores.
Quote from: blub01 on September 03, 2015, 07:53:31 AM
well, the part about prioritizing jobs goes VERY much in the same direction, and I imagine hauling jobs to be either a specific type of item, a specific area or both, maybe with the possibility to set an amount per day or make it dependent on the amount of resources in the stores.
Oh ok then yes, for sure :)
Я тут подумал.люди ведь копаются на ,работают на стройках в шахтах трудятся и режут мясо(не важно чье) .
Они ведь не становятся грязными!а надо бы!и что бы была нужда иногда принимать душ-вот вам и новый крафт душевой,или бани-вот вам и применение воды.чистый колонист +к настроению и наоборот. я понимаю,что на ранних этапах не получится купаться ведь мы ещё бичи что бы душевную строить,но из за "низких ожиданий" дебафа не будет,или он будет а мизерной степени.а вот если колонист будет только что искупанным у него будет баф"чистенький"и +настроение.
Чет резко мне это пришло в голову,как вам?
Quote from: shamichvolga on September 03, 2015, 08:09:10 AMЧет резко мне это пришло в голову,как вам?
Для начала на английском это напиши, иначе разработчики просто не станут разбираться в твоей писанине.
You should use English, for starters. Otherwise the developers won't bother to check your message.
I searched around a bit and saw a similar suggestion for a "circuit breaker" structure. Not quite what I had in mind, so I'll still post it.
What I suggest is a fuse. Because fuses are dead simple technology that the colonists could create without too much difficulty.
The way it works:
A fuse is like a normal power conduit except that when a short happens on one side of the fuse, batteries whose only power conduit paths to the short pass through fuses are not discharged, but the fuses are destroyed instead.
Balance considerations:
This does allow you to mitigate, depending on how many fuses you build, the negative impacts of shorts to a certain extent. Shorts can still happen on local segments, and after shorts, the fuses will be destroyed breaking your power infrastructure into multiple disjoint segments until a colonist gets to building another fuse, or at least some new conduit.
Example:
You have the following simple power setup
Two charged batteries B1 & B2, connected to turret T by power conduits '-'
B1--------------T--------------B2
In this scheme if B1 shorts, all of the energy from B2 will also be expended.
If however the mighty FUSE were used:
B1------F-----T--------------B2
When B1 shorts, B2 starts to short, but the sudden surge of current blows fuse F.
Leaving you with
B1------- ----T------------B2
The B1 to T connection is broken, but B2 can still power T because it did not lose its charge.
Quote from: Kian on September 03, 2015, 08:20:54 AM
I searched around a bit and saw a similar suggestion for a "circuit breaker" structure. Not quite what I had in mind, so I'll still post it.
What I suggest is a fuse. Because fuses are dead simple technology that the colonists could create without too much difficulty.
The way it works:
A fuse is like a normal power conduit except that when a short happens on one side of the fuse, batteries whose only power conduit paths to the short pass through fuses are not discharged, but the fuses are destroyed instead.
Balance considerations:
This does allow you to mitigate, depending on how many fuses you build, the negative impacts of shorts to a certain extent. Shorts can still happen on local segments, and after shorts, the fuses will be destroyed breaking your power infrastructure into multiple disjoint segments until a colonist gets to building another fuse, or at least some new conduit.
Example:
You have the following simple power setup
Two charged batteries B1 & B2, connected to turret T by power conduits '-'
B1--------------T--------------B2
In this scheme if B1 shorts, all of the energy from B2 will also be expended.
If however the mighty FUSE were used:
B1------F-----T--------------B2
When B1 shorts, B2 starts to short, but the sudden surge of current blows fuse F.
Leaving you with
B1------- ----T------------B2
The B1 to T connection is broken, but B2 can still power T because it did not lose its charge.
You know I've seen similar suggestions, but I don't know why no one has suggest an actual fuse (myself included) perhaps it's "too simple" in our minds? Although yes we need this, just so long as none of my colonists stick a penny in the spot for the fuse. And nice job on the diagram although I'm pretty sure Tynan knows how a fuse works I'm not going to say everyone does.
How about a starvation alert for animals?
Bought 4 Wargs. Twice miscarried because of starvation and now I've lost 2 of them god knows when (over 5 days ago) because they're locked away for safety and I infrequently get meat.
An alert that animals are starving would prevent that, and would also give you an indicator to move your herds if you have them in cycling grazing areas.
+1! Had this nearly happen a few times now, I have a rather large herd of things, and for a while had three poison ship parts somewhere on the map that have made grass and crops across most of the sector extremely sparse.
don't know if that counts as cheap,
but. make. the. AI. check. for. friendly. fire.
(and for running in front of shots)
Made a thread for this before I noticed this cheap idea thread where this belongs.
In many cases the areas I need to ensure are fire free aren't normally traveled by colonists, energy production for example, I don't want the colonists to spend time to clean those areas.
I would suggest a tiered home areas, with a dropdown kind of system similar to allowable areas to prioritize cleaning and/or fire fighting.
Cheap Idea
Able to more quickly select different pawns, similar to EnB's Interface. This mod is used by many, and many people would love to see it implemented into vanilla game.
A toggle for a stockpile/crematorium/grave to ONLY accept rotten corpses.
Quote from: Mr. Picard on September 04, 2015, 09:49:33 AM
Cheap Idea
Able to more quickly select different pawns, similar to EnB's Interface. This mod is used by many, and many people would love to see it implemented into vanilla game.
With a toggle for people who dont like it cause i know a few but yes +1
Quote from: Mechanoid Hivemind on September 04, 2015, 09:48:48 PM
Quote from: Mr. Picard on September 04, 2015, 09:49:33 AM
Cheap Idea
Able to more quickly select different pawns, similar to EnB's Interface. This mod is used by many, and many people would love to see it implemented into vanilla game.
With a toggle for people who dont like it cause i know a few but yes +1
well, the bugs would be fixed of course.
I want that in the game was the holidays, or celebrations.
In those days, people would consider an increased portion of food and alhocol.
Maybe even the abbreviated working hours and more time on entertainment.
In example: Landing day, new year..
Who supports this?
(this text is translated by google.translate)
Here are some cheap(ish) ideas for you
You should add something like a rumba or some other form of robotic vacuum to help clear up the colony. I have noticed that the colonist will leave certain areas out for cleaning. ,Anne what you can do is use something like a boomrat ai and change it to "graze" dirt and other things like that are things that you can clean up. You could also use the zones to allow players to tell the rumba vacuum where to clean so it's not going across the map to clean a little bit of dirt. Finally, you can have a "charging station" or an animal sleeping spot that requires electricity, with that you could probably rename the "rest" to charge. It would basically be an animal ai that looks and eats dirt, charges instead of resting, and will only vacuum where it is told to.
Monkeys with guns! It would be cool to get to train monkeys how to use guns to help you defend your colony. Up they probably wouldn't be able to lug a big gun like a mini gun (such a weird name for a large gun, isn't it?) but they might be able hit someone with but have low accuracy. This was a random though and would be cool to see so I suggested it.
Finally, I think we should be able to tell our colonist to plant grass to make ranching large amounts of animals easier with a confined(ish) space
Strongly agree on the rumba idea
Better AI for food hoppers - make pawns switch out an item that is too limited to make a meal, and switch in another item that is numerous (perhaps the most numerous allowed item). Currently this requires micro, either to disallow the limited type, or more often just forcing a poor pawn to consume it raw and then move in something more abundant.
Please add refrigerators to store a separate amount of food in the kitchen without building another cold room.
Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.
And yes I do like things to be a little gritty and dark sometimes :p
Quote from: Shipwrecked_and_Comatosed on September 06, 2015, 02:02:03 AM
Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.
And yes I do like things to be a little gritty and dark sometimes :p
did you notice the thread is called "your CHEAPEST ideas"? your suggestion does require quite a lot of work, even if you leave out the special research required(on prisoners, etc.). There is just absolutely nothing like genesplicing in the game, so Tynan would have create an entirely new system for it.
Quote from: blub01 on September 06, 2015, 03:13:40 AM
Quote from: Shipwrecked_and_Comatosed on September 06, 2015, 02:02:03 AM
Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.
And yes I do like things to be a little gritty and dark sometimes :p
did you notice the thread is called "your CHEAPEST ideas"? your suggestion does require quite a lot of work, even if you leave out the special research required(on prisoners, etc.). There is just absolutely nothing like genesplicing in the game, so Tynan would have create an entirely new system for it.
Chillout bro. I just got excited and forgot for a moment that the thread was meant for cheap ideas only. Ah well, no harm done.
The description for boomalopes states that they were genetically engineered to produce volatile chemicals. I would like to suggest that these chemicals be added as something they produce in game, like other animals can produce wool or milk. Then, the chemicals could be sold to traders or used to produce IEDs.
Some sort of stun weapon to help capture things would be nice. Obviously there would need to be some sort of downside to it so it's not overpowered and can't be use to just take everything/everyone you see. Perhaps have it so it has a chance to incapacitate what it hits, but there's also a chance that it will just damage/destroy parts of them instead.
That way it might take several hits to get something down depending on what it is, but you're also risking not having them at full health it if does work.
Quote from: TheVoidDragon on September 06, 2015, 08:20:11 AM
Some sort of stun weapon to help capture things would be nice. Obviously there would need to be some sort of downside to it so it's not overpowered and can't be use to just take everything/everyone you see. Perhaps have it so it has a chance to incapacitate what it hits, but there's also a chance that it will just damage/destroy parts of them instead.
That way it might take several hits to get something down depending on what it is, but you're also risking not having them at full health it if does work.
It's annoying having to balance things, isn't it? I mean primitive tribes these days can even make tranquiliser darts that work almost instantaneously first time. Tiny darts that do essentially zero damage to the target. And this is far far into the future, it should be trivial to harvest chemicals from some critters or plants and make an equivalent and use it with the hunting rifle or something.
Weapons are easier to balance - given the enemy spawns with them too! Learned this the hard (but fun) way playing Combat Realism this weekend!
Animal sickness event - animals gain "sick" health tag, meaning that if you then kill and butch that animal the meat produced will be set to rotten.
Over time (few days maybe) the animals would get better, removing the health tag.
this would be to teach player to pick their hunted prey.
Just picked this game up with a few days off, and the wife and I are totally obsessed. Played from 8PM-6AM, slept for four hrs and we're back at it.
Haven't read through this whole thing, but I want to suggest what I think are my cheapest ideas.
The thing I want the most is to be able to feel a sense of continuity once most or all of my original colonists die and have been replaced by pirates and drifters.
For starters I wish I could click on a grave and read that person's bio. This helps me remember who is who, and to remember the ambitions of the town founders so I could carry their legacies on in the design and direction of the town, even if they die off.
Being able to see a brief history off everything that has happened in a town journal. The AI story teller is super cool and makes all sorts of interesting things happen. I often wish I could recap and look back through the numerous tragedies and hardships that my poor citizens have endured. Notable events like someone dying/arriving, heat waves that made something difficult, etc.,- even just what is being already announced in the console, could be saved to a summary screen to highlight the most dramatic parts. (Maybe this is already there, and I haven't found it?)
Finally, maybe the ability to name buildings? I can already accomplish this with a zone, but it would be fun if I got to see the building name appear once in a while when a character is doing something relevant to it, to remind me that the stonecutter's workshop was originally built as a palace for one of my early characters, or that the prison was originally a barracks.
I feel like little things such as this would really round out the storytelling aspect, as they inject a sense of history that I want to see develop as time goes on, so that even if all the original characters die off, I feel like they are still part of an ongoing story. Likewise, notable people who pass through can all leave their mark in a way that offers me reminders of who they are and what their impact on the colony was, which would be really fun.
What a great, dramatic game. So excited to see what is going to be added, but we are already having so much fun with this. Thanks!
Quote from: astrosoup on September 06, 2015, 11:09:17 AM
Just picked this game up with a few days off, and the wife and I are totally obsessed. Played from 8PM-6AM, slept for four hrs and we're back at it.
Haven't read through this whole thing, but I want to suggest what I think are my cheapest ideas.
The thing I want the most is to be able to feel a sense of continuity once most or all of my original colonists die and have been replaced by pirates and drifters.
For starters I wish I could click on a grave and read that person's bio. This helps me remember who is who, and to remember the ambitions of the town founders so I could carry their legacies on in the design and direction of the town, even if they die off.
Being able to see a brief history off everything that has happened in a town journal. The AI story teller is super cool and makes all sorts of interesting things happen. I often wish I could recap and look back through the numerous tragedies and hardships that my poor citizens have endured. Notable events like someone dying/arriving, heat waves that made something difficult, etc.,- even just what is being already announced in the console, could be saved to a summary screen to highlight the most dramatic parts. (Maybe this is already there, and I haven't found it?)
Finally, maybe the ability to name buildings? I can already accomplish this with a zone, but it would be fun if I got to see the building name appear once in a while when a character is doing something relevant to it, to remind me that the stonecutter's workshop was originally built as a palace for one of my early characters, or that the prison was originally a barracks.
I feel like little things such as this would really round out the storytelling aspect, as they inject a sense of history that I want to see develop as time goes on, so that even if all the original characters die off, I feel like they are still part of an ongoing story. Likewise, notable people who pass through can all leave their mark in a way that offers me reminders of who they are and what their impact on the colony was, which would be really fun.
What a great, dramatic game. So excited to see what is going to be added, but we are already having so much fun with this. Thanks!
+1 to all of this. There is a history of the colony tab though it's just a couple graphs and making it more detailed wouldn't be a bad idea in my mind. I do wonder a little what you mean by "carry on their legacies..." because you could mean simply remind yourself what your original plan was or maybe a small blurb such as "James was always sad that he didn't get to run a dictatorship, although he will agree that it turned out for the better as he was not a fan of the paperwork it would've taken to force everyone to wear bunny slippers and smile all the time."
That would be funny to see
Quote from: king komodo on September 06, 2015, 01:20:22 PM
+1 to all of this. There is a history of the colony tab though it's just a couple graphs and making it more detailed wouldn't be a bad idea in my mind. I do wonder a little what you mean by "carry on their legacies..." because you could mean simply remind yourself what your original plan was or maybe a small blurb such as "James was always sad that he didn't get to run a dictatorship, although he will agree that it turned out for the better as he was not a fan of the paperwork it would've taken to force everyone to wear bunny slippers and smile all the time."
Mostly I am just referring to their individual bios and aspirations. I find myself creating towns around who the inhabitants are. For example, my current colony happens to have three members who want bionic body parts. So alot of the design of the town is geared towards making that happen. I have two full-time artists, lots of traps to re-set after a raid, and a deep prison where the doctors go to practice doing transplants on prisoners.
In my previous game, there was such a population turnover and extended crisis that I forgot what I was doing to begin with. I found myself wishing I could click the graves to remind myself of who the original inhabitants were and what I had planned for them so that I could continue the story with the two remaining inhabitants.
And yeah, graphs were not what I was hoping to see when clicking on the history tab. There are only about 5 people at a time, so I really have no use for stats. I couldn't even make sense of some of the numbers. The fun part of Rimworld is the story, not the metrics.
Be able to automatically sort the colonists tab based on the various tabs, by colonist name, and the specific skills, when clicking on them... i.e. make them sort from low to high and high to low for crafting
Be able to manually sort the colonists tab, and save those configurations.
Save crafting queues, to file/clipboard, and import them to game and other work benches.
at least 3 of them are "cheap" ideas I think :)
- Automatic animal-slaughter
I select a maximum number of - for example - chicken. I want to have 50 female chicken and 5 male ones.
If I have more than 50 adult female chicken, the oldest will be automatically killed and processed.
- Copy/Paste for Work priorities
Would be nice to have a Copy/Paste function on the work properties - because I think that most people will give all colonists the same priorities - like I do.
- More steps for making food
It would be awesome to have some plants like coffee, that have to be grown, harvested, dried and roasted before getting into a coffee-machine that makes coffee that boosts work speed and makes the colonists need less sleep.
And once there is milk, I would love to make some cheese or something like that.
I think, the chain from crop to final product is too fast (But needed for some products - potatoes for example - in the beginning of the level)
- Planting grass for animals
It would be great to be able to plant plain grass for your animals that won't be harvested but stays until an animal eats it.
I'm missing a bit of long-term-motivation, but I think you will get that ;)
Just an Idea: At some point, I build the spaceship, start with all my people - but the rocket only gets to the next planet or continent, where I have other / more materials and other possibilities to build stuff...
Best regards
Felix
Explosions, mortars etc should sometimes destroy floors. It used to be technically impossible.
Some floors should burn, notably wooden floor and carpets.
Quote from: Felix on September 07, 2015, 05:03:31 AM
And once there is milk, I would love to make some cheese or something like that.
there already is milk.
Idle colonists should perform joy activities. They'll still be tagged as 'idle', but since they have nothing better to do they'll do the reasonable thing and go use any joy facilities that exist instead of wandering around.
It's what anyone would do if they had no work to do.
Research Skill on the research bench: Improved Engineering
Reduces the chance an electrified device or conduct randomly explodes by 50%, causing your entire base made out of wood to burn to the ground, along with all of your friends that you've gotten to know and love in a mere six hours.
Switching the manual priorities number rank system into an individual slider system. Where each colonist can be customized on their own work activities by clicking and dragging, for example, the hauling tab, to the left of one character's work tab to be placed behind cooking so that they cook after they haul; instead of just being a numerical system from 1 to 4.
Adding a max crafting/cooking/whatever skill slider to the work stations in addition to the min crafting skill slider. Having my 18 skill crafting guy making stone blocks while my 3 skill guy ruining perfectly good leather on awful dusters (or if the slider is in effect, just standing around being idle) blows.
Priorities for work stations. You should be able to set a priority for each work station. That way you don't have someone butchering or brewing when you have no meals prepared.
the ground should be cleaned before a floor is put down, so that when you build flooring they do the clean work before adding the 'stuff'
Hi Everyone,
I've been playing rim world for probably about 100hrs now and i have a couple of cheap suggestions:
(Sorry if these have already been repeated)
1. The ability to research new type of weapons based on weapons you have come in contact with.
E.g you find a mini-gun and then you can research it at the research bench and then you will be able to manufacture it on the smiting bench.
2. When animals start to get hypothermia they seek warm locations like humans.
3. I grow hydroponics and i think its silly that your crops start dying after the power goes off ( accept if the temperature drops too low) please correct this and make it more realistic, as your crops will be fine for 24 - 48 hours.
5. Add more crops to the hydroponics options, commonly grown food in hydroponics is broccoli, beans, pepper ect
6. Mortars are very inaccurate, a colonist with higher shooting skills should be hitting the target more often.
7. An option to turn meat products into mince for animals like wargs ( this will make feeding them easier)
8. Probably not cheap but bee hives would be cool.
9. Option to convert hydroponics to to aquaponics ( using fish ), this would work like the researcher enhancer or the tool box thing lol.
10. Colonist should be able to build targets for target practice, not just shooting at walls or sand bags.
Thank you for reading, really loving Rimworld and keep up the awesome work! ;)
I agree we should have targets to shoot at and bee hives for food as well as fish. Also fans for temp controll underground would be cool
I just wish there was more info provided about animals in general. I had two huskies, one that I started with and one that I bought, or acquired, I forget. I was so happy though as I love huskies, it was fitting to start with one. But I suddenly realised I hadn't seen them in ages and just kind of assumed they were out of sight and off doing their own thing, then I decided to check the animals page just to be sure and to my surprise they were gone. They must have died somehow somewhere along the line and just got cremated without my noticing. Goodness knows when that was. Needless to say I am rather sad at their loss, I really liked those guys. Poor White and Zooey.
Quote from: JimmyAgnt007 on September 08, 2015, 02:38:41 PM
the ground should be cleaned before a floor is put down, so that when you build flooring they do the clean work before adding the 'stuff'
By ground cleaned you mean plants cut and items hauled, I agree. Like in prison architect, they prepare the building site first.
The RulePackDef for animal names contains a distinction between male and female names. It just doesn't take into account the gender of the animal. Would be nice if it would.
Myxomatosis mutate event to kill off smaller animals.
Quote from: Shipwrecked_and_Comatosed on September 09, 2015, 05:10:39 AM
I just wish there was more info provided about animals in general. I had two huskies, one that I started with and one that I bought, or acquired, I forget. I was so happy though as I love huskies, it was fitting to start with one. But I suddenly realised I hadn't seen them in ages and just kind of assumed they were out of sight and off doing their own thing, then I decided to check the animals page just to be sure and to my surprise they were gone. They must have died somehow somewhere along the line and just got cremated without my noticing. Goodness knows when that was. Needless to say I am rather sad at their loss, I really liked those guys. Poor White and Zooey.
From what I've seen, dead pets automatically get butchered and eaten.I'd like an option to disable that, or at least make it optional. Maybe a check mark that is turned off by default for butchering named pets? That way we could bury them or put them in a sarcophagus, at least.
Edit:
On a different note, some way to specify build orders. For example, lets say I want to fill in a tunnel made by a sapper. I need to place each wall tile separately, then wait for it to be built before I can place the next one. Otherwise, they'll build in such a way that the tunnel doesn't get filled in, with inaccessible blueprints deeper in. (On a related note, a check when building walls to make sure they'll be able to path back to their beds afterwards would be nice. I've had colonists end up walling themselves in while doing things like fixing sapper damage and walling off spent mines.)
Also, speaking of beds, could the alert for not having enough colonist beds be reenabled? It seems to have vanished in this patch.
Oh, also, would it be possible to add a button to jump from a selected character to their bed? It would make adjusting bedroom temperatures far less annoying, along with making modifications to adjust for stuff like the jealousy trait. The most tedious part of doing this is finding the bedroom in question, especially once the colony starts getting big.
Quote from: Jorlem on September 10, 2015, 12:36:23 AM
Quote from: Shipwrecked_and_Comatosed on September 09, 2015, 05:10:39 AM
I just wish there was more info provided about animals in general. I had two huskies, one that I started with and one that I bought, or acquired, I forget. I was so happy though as I love huskies, it was fitting to start with one. But I suddenly realised I hadn't seen them in ages and just kind of assumed they were out of sight and off doing their own thing, then I decided to check the animals page just to be sure and to my surprise they were gone. They must have died somehow somewhere along the line and just got cremated without my noticing. Goodness knows when that was. Needless to say I am rather sad at their loss, I really liked those guys. Poor White and Zooey.
From what I've seen, dead pets automatically get butchered and eaten.I'd like an option to disable that, or at least make it optional. Maybe a check mark that is turned off by default for butchering named pets? That way we could bury them or put them in a sarcophagus, at least.
The horror! All of the colonists simultaneously clutch their stomachs in revulsion
I had actually considered that might have been what had happened. I did receive a random collection of cargo pods containing husky meat earlier on which I most certainly didn't let go to waste.. so I probably just never noticed.
Quote from: Jorlem on September 10, 2015, 12:36:23 AM
Edit:
On a different note, some way to specify build orders. For example, lets say I want to fill in a tunnel made by a sapper. I need to place each wall tile separately, then wait for it to be built before I can place the next one. Otherwise, they'll build in such a way that the tunnel doesn't get filled in, with inaccessible blueprints deeper in. (On a related note, a check when building walls to make sure they'll be able to path back to their beds afterwards would be nice. I've had colonists end up walling themselves in while doing things like fixing sapper damage and walling off spent mines.)
Yes, this. I've had to deal with people walling themselves in so much!
Let idle workers do joy activities.
Mid to lategame I always end up with a lot of idle people, it would be nice to see them do joy activities even when their joy meter is full, instead of wandering or standing around.
Quote from: Panzer on September 11, 2015, 03:56:24 AM
Let idle workers do joy activities.
Mid to lategame I always end up with a lot of idle people, it would be nice to see them do joy activities even when their joy meter is full, instead of wandering or standing around.
+100 this!
Also, We need private workbenches! A workbench, that can be used only by allowed colonists!
Guard stations and guard duty as a work option. A guard booth that works as a workstation and is used by pawns with guard as a work option. They could function as drafted but still be able to leave the area to eat , sleep , and have fun.
Events with transcendents!!
Abduction: a group of transcendents has abducted your colonist. A month(weeks idk) later, they return with full health, maybe a bionic, or maybe an arm missing. (Either they did experiments, or decided to help your colony)
Maybe some others too, like fire bombs, or dropped goods (like cargo pods, but maybe with some tamed chickens, or some rarer/expensive things)
Gun Crafting
RimWorld.SquadAI.State_DefendSelf
RimWorld.SquadAI.State_DefendPoint
RimWorld.SquadAI.State_HuntEnemies
These classes are also still internal.
(http://i.imgur.com/Y58oCGS.png)
Ability to overwrite "X is reserved by Bob that's pretty much on the other side of the planet" in favor of someone closer.
What about being able to make a glass roof. Research glass and of you go. Now you can build a greenhouse.
Personal light sources for colonists, ie torches, lanterns, flashlights, headlamps, glowsticks, etc.
- Remove "in darkness" debuff while worn at night (though colonists would definitely prefer actual lighting indoors).
- Some have limited a limited lifespan once activated (torches, glowsticks), battery-operated lights are useless until they recharge.
- Events where Bessy kicks over a torch or John Q. Colonist carelessly dropped a still smoldering/lit torch for any number of reasons to start a wildfire in/around the colony. Or fun with pyrophobic colonists :D
Ideally colonists would activate or seek out these lights as night fell, maybe they'd try to keep one or two on their person at all times.
Quote from: Shipwrecked_and_Comatosed on September 06, 2015, 08:27:14 AM
Quote from: TheVoidDragon on September 06, 2015, 08:20:11 AM
Some sort of stun weapon to help capture things would be nice. Obviously there would need to be some sort of downside to it so it's not overpowered and can't be use to just take everything/everyone you see. Perhaps have it so it has a chance to incapacitate what it hits, but there's also a chance that it will just damage/destroy parts of them instead.
That way it might take several hits to get something down depending on what it is, but you're also risking not having them at full health it if does work.
It's annoying having to balance things, isn't it? I mean primitive tribes these days can even make tranquiliser darts that work almost instantaneously first time. Tiny darts that do essentially zero damage to the target. And this is far far into the future, it should be trivial to harvest chemicals from some critters or plants and make an equivalent and use it with the hunting rifle or something.
Balance idea: Melee range. Use Xerigium as a weapon, single use. If that still isn't balanced just don't give it 100% success rate.
Another idea: Let Boomalopes produce a really valuable chemical. If you want to keep it really challenging: unlucky/unskilled attempt at milking them makes them go boom.
Additional volume sliders. Personally I find the weather effects pretty overpowering and would greatly appreciate the option to adjust those sound effects independent of everything else.
Dunno if this has been suggested already but "Tamed Animal Starvation" like we already have with colonists.
I have had far too many animals die of starvation or have miscarriages because i wasnt paying attention to my hay stockpile 24/7
Not sure how complex this would be, but I'd love for there to be a Pasture Grass crop option that replaces everything in that growing zone with regular field grass for grazing animals to consume. That way we can restore fields that have been burned through or otherwise destroyed for whatever reason.
Quote from: Kaelent on January 13, 2015, 11:16:20 PM
Meh...add a craft station priority similar to stockpile priority. I want to be able to have my cooks prioritize butchering over crafting meals or tailoring over stone-cutting.
Also, add a 'rotten' flag to the Crematorium bills. Currently the only way to dispose of rotting corpses that hunters fail to bring back is hauling or burial manually. If you set the 'animals' flag for a bill in the Crematorium to burn them then they fight over fresh corpses that are ready to be butchered. It would be nice if you could set it to only target animal corpses that are rotten.
Yes please!
Quote from: A Friend on September 12, 2015, 10:22:30 AM
(http://i.imgur.com/Y58oCGS.png)
Ability to overwrite "X is reserved by Bob that's pretty much on the other side of the planet" in favor of someone closer.
Yeah, for sure! Order stacking/queuing could be too, too. You could assign several piles of harvested crops to a person to make sure they actually do them, without having to repeatedly wait for them to haul it and then order them to do the next for every single one.
Quote from: Kajin on September 13, 2015, 11:29:55 PM
Not sure how complex this would be, but I'd love for there to be a Pasture Grass crop option that replaces everything in that growing zone with regular field grass for grazing animals to consume. That way we can restore fields that have been burned through or otherwise destroyed for whatever reason.
Planting hay or dandelions works fine. for letting your animals graze.
Hay has as upside that every once in a while some if it isn't eaten so it can be stored for winter.
I think dandelions spread further on their own, but i'm not sure.
Make "I" the hotkey for the plan tool again. I don't think we really need a hotkey for opening things at this point, whereas I use the beans out of the planner. I've yet to find a use for open, anyway!
Sappers carry extra weapons and make a beeline for the prison if they can help it. Extra weapons given to prisoners that are "liberated" from their "oppressors" and agree to fight for the invading force.
Quote from: Kajin on September 17, 2015, 12:16:10 AM
Sappers carry extra weapons and make a beeline for the prison if they can help it. Extra weapons given to prisoners that are "liberated" from their "oppressors" and agree to fight for the invading force.
Only prisoners of the same faction.
Quote from: jamesinar on September 17, 2015, 09:14:15 AM
Quote from: Kajin on September 17, 2015, 12:16:10 AM
Sappers carry extra weapons and make a beeline for the prison if they can help it. Extra weapons given to prisoners that are "liberated" from their "oppressors" and agree to fight for the invading force.
Only prisoners of the same faction.
(this probably isn't cheap, but meh)
and maybe add the option for factions to be friendly to each other, and have them help themselves, and free the respective other faction's prisoners.
also, please make the default window for writing a forum post longer.
Quote from: jamesinar on September 17, 2015, 09:14:15 AM
Quote from: Kajin on September 17, 2015, 12:16:10 AM
Sappers carry extra weapons and make a beeline for the prison if they can help it. Extra weapons given to prisoners that are "liberated" from their "oppressors" and agree to fight for the invading force.
Only prisoners of the same faction.
You know the whole "enemy of my enemy" thing. If I have a tribal in my prison and some pirates or an outlander faction show up and give him a gun, you'd kinda figure that he'd be willing to fight with them for at least a little bit. If only to get revenge on the player's colonists for locking him up.
Quote from: Kajin on September 17, 2015, 11:59:34 AM
Quote from: jamesinar on September 17, 2015, 09:14:15 AM
Quote from: Kajin on September 17, 2015, 12:16:10 AM
Sappers carry extra weapons and make a beeline for the prison if they can help it. Extra weapons given to prisoners that are "liberated" from their "oppressors" and agree to fight for the invading force.
Only prisoners of the same faction.
You know the whole "enemy of my enemy" thing. If I have a tribal in my prison and some pirates or an outlander faction show up and give him a gun, you'd kinda figure that he'd be willing to fight with them for at least a little bit. If only to get revenge on the player's colonists for locking him up.
I'd go with that if they had a small chance of firing on the raiders too.
Quote from: jamesinar on September 17, 2015, 09:03:21 PM
Quote from: Kajin on September 17, 2015, 11:59:34 AM
Quote from: jamesinar on September 17, 2015, 09:14:15 AM
Quote from: Kajin on September 17, 2015, 12:16:10 AM
Sappers carry extra weapons and make a beeline for the prison if they can help it. Extra weapons given to prisoners that are "liberated" from their "oppressors" and agree to fight for the invading force.
Only prisoners of the same faction.
You know the whole "enemy of my enemy" thing. If I have a tribal in my prison and some pirates or an outlander faction show up and give him a gun, you'd kinda figure that he'd be willing to fight with them for at least a little bit. If only to get revenge on the player's colonists for locking him up.
I'd go with that if they had a small chance of firing on the raiders too.
Or a quite high one if their factions are hostile, but they might still potentially cooperate.
The restrictions tab needs work - specifically the joy part. Colonists will use joy time to sleep, which almost always results in them going to sleep without actually participating in joy activities when multiple are available. This in turn leads to totally joy-deprived colonists the player can do nothing to counter because colonists can't be forced to play horseshoes.
Edit: this is a real problem as sick colonists will use the joy time to rest instead of performing joy activities. Then they break because their mood is too low, and can't be treated for whatever is ailing them.
Quote from: whoishigh on September 18, 2015, 04:53:33 AM
The restrictions tab needs work - specifically the joy part. Colonists will use joy time to sleep, which almost always results in them going to sleep without actually participating in joy activities when multiple are available. This in turn leads to totally joy-deprived colonists the player can do nothing to counter because colonists can't be forced to play horseshoes.
Edit: this is a real problem as sick colonists will use the joy time to rest instead of performing joy activities. Then they break because their mood is too low, and can't be treated for whatever is ailing them.
I noticed this as well, sick colonists will snap and if they go in rage mode, it will take more time to heal them due to the fact you need to beat them in to submission.
Would it be possible to have a randomize button for the colony name, so you can have the game pick a new name if you don't like the first one?
Quote from: Jorlem on September 20, 2015, 07:16:18 AM
Would it be possible to have a randomize button for the colony name, so you can have the game pick a new name if you don't like the first one?
+1
Funeral pyres.
Pros: it can burn dead bodies before crematorium;
Cons: consumes a lot of wood, also one pyre can burn only one body - you need to build a new one to burn another body.
Quote from: Zobaken on September 20, 2015, 02:53:03 PM
Funeral pyres.
Pros: it can burn dead bodies before crematorium;
Cons: consumes a lot of wood, also one pyre can burn only one body - you need to build a new one to burn another body.
+1
On that note how about mass graves? A trench you can bury multiple bodies in faster than if they were in individual graves.
Quote from: jamesinar on September 20, 2015, 05:02:16 PM
On that note how about mass graves? A trench you can bury multiple bodies in faster than if they were in individual graves.
but your colonists get pissed of when one of their own is buried there, which is disabled by default.
I want to have hotkeys per colonist, and the possibility of hotkey-selecting them without centering the screen on them. Like in Starcraft: hotkey once to select a unit. Press hotkey again and the screen is centered on the selected unit. Then you always have the option of doing either, while just using one key.
I often need to send a colonist across the map to do something, and it becomes annoying to scroll the map back and forth for this.
Also, I think blood should decay and disappear over time, at least outdoors. It would save some work and I'd say it's realistic.
A minimap would be useful. It could be toggled on / off like other HUD elements, so that you only have it when you want it.
A hotkey for all the different tabs would be great. I often want to check stats of the colonists, and this becomes a clickfest.
A skills overview table with all the colonists and all their skills for fast overview (almost like the "Work" tab, but with numbers in each cell).
I want to be able to give one-time commands to people to do things without changing their work. Like one guy normally doesn't haul, but at this moment he is in the right spot and I need to haul just one thing. So I select him, and tell him to "override-haul" meaning he will do this one command but not keep hauling after that. (Or hunt animal, or do medical treatment, or deconstruct a piece of wall, or butcher one animal, and so on).
Edit 1 - It should be possible to uninstall standing lamps and heaters, just as we can with beds and other furniture.
Edit 2 - It should be possible to put research on hold just like any crafting bench "suspend". Yes, I can stop research by unchecking research for all my colonists, but there should be a way without modifying their work assignments.
Edit 3 - I don't see the point of having two separate types of Cryptosleep caskets. And more so, I don't see the point of having to research it twice. It's the same technology in both cases, one is movable and the other is part of a ship, but this could really be made better -> research once, then if you still need to have two types of them, let it be so.
Someone probably posted this but whatever.
1. Sharing outfit/stockpile templates between saves.
2. Hunting that requires weapon that will not vaporize target - i.e. hare has to be killed by something less powerfull than a minigun or charge rifle. It would go nicely with the ability to wield two weapons at once and just switch between them and it would keep bows and bolt action rifles valid longer.
3. Romance/marriage/sex life for my Rimworlders ( with obligatory HUGE debuff if spouse/lover gets killed ) + ability to have children - for dem FUN Dwarf Fortress style. Okay it is in the frequent suggestions section.
4. More defensive structures - moats, barbed wire, machine gun nests etc.
5. End game content like assaulting other towns, slave trade on a massive scale, politics maybe ??
EDIT: Oh and fallout going for more than 10 days at my recent game gave me another idea - fricking HAZMAT suits to craft/build.
Sun burn - Colonists over heat but, keep pure white skin if sun baking?
smooth wall.. That is all :p Instead of smoothing floor, smoothing wall for more prettyness.
Quote from: asanbr on September 21, 2015, 01:27:28 PM
I want to have hotkeys per colonist, and the possibility of hotkey-selecting them without centering the screen on them. Like in Starcraft: hotkey once to select a unit. Press hotkey again and the screen is centered on the selected unit. Then you always have the option of doing either, while just using one key.
I often need to send a colonist across the map to do something, and it becomes annoying to scroll the map back and forth for this.
Edit 3 - I don't see the point of having two separate types of Cryptosleep caskets. And more so, I don't see the point of having to research it twice. It's the same technology in both cases, one is movable and the other is part of a ship, but this could really be made better -> research once, then if you still need to have two types of them, let it be so.
You might try using the EdB interface mod(I tihnk that's it), it does exactly what you request in your first point, not with hotkeys, but with a bar of sorts at the top of the screen listing all the colonists.
And the research is separate because the one casket has an inbuilt power module, and the other is hardened to meet the hazards of space.
When constructing (placing) a new orbital trade beacon, it would be useful if all the areas already covered by other beacons were highlighted. Same as when a trade beacon is selected.
Addon: It would be nice to be able to build bridges / floating platforms to enable faster movement on water.
Addon: I find that colonists are constantly refilling my hoppers, for example when the hopper is at 70 food someone will walk in and add to make it 75. this is a huge waste of time and I think it should be made more intelligently, or allow me to set a lower limit for the hopper, for example to refill only when it is at 20 food or even at 0.
Can't you set priorities for hoppers?
Vultures: they would eat dead animals and human corpses, eventually removing random corpses and skeletons from the map. (Obviously, they've been altered by humanity over the years like many other animals.)
If a colonist spots a vulture eating a human corpse, it could cause a larger mood penalty than just seeing the corpse.
Also, the setting document mentions that humans have been bioengineered to be resistant to radiation. Why not go one step further, and have a trait that indicates an abnormally high level of resistance, letting the colonist ignore fallout?
An interesting one, but it's toxic fallout, not radioactive. Do like the vultures idea, in general anything that reduces corpse clutter. Get a long game with repeated fallouts and the map just gets covered with bones >.>.
Quote from: jamesinar on September 23, 2015, 04:20:21 PM
Can't you set priorities for hoppers?
yeah, but then either the hopper gets refilled constantly, or not at all.
Not sure on how cheap it is, but i think animals should have an implemented joy system with colonists. Animals that don't produce any products like fur or food should not have this ability. But for things like labrador retrievers and other dogs colonists should be able to 'play' with the animals, increasing joy as they do so.
I want to toggle the growing plant for a group of selected hydroponics basins at the same time, so I don't have to click and repeat on each of them.
I want to be able to group toggle allowed zones for colonists and also for animals, so that when I construct a new forbidden area, I can quickly tell the whole group not to go there.
I want to be able to cycle through animals with a click of a key just the same as I can cycle through colonists with , and . this would be useful for health checkups and more.
pop-up menu for animals tab should show more info and be editable there :
ie : info shows with the hover pop-up
-healthcare level : menu (let's you adjust their med receive on the fly)
-health and age : so i can distinguish which ones should i slaughter, when they get too old or develop illnesses.
-slaughter button : so i can mass slaughter without having to exit this menu
Colonist should be able to patch themselves. If I have got stubbed or shot I would try something out not just bleed out. Off course you can't do operations. But the basics you should, and it should take twice as long to put bandages on yourself.
What about having a "Rotten Only" option for stockpiles and cremation?
I have things set up to butcher and cremate dead raiders but I often see my colonists cremating perfectly good corpses before doing the rotting ones.
Same with animals, if I set up a bill to cremate animal corpses so I can get rid of the skeletons around the map my people go and fry the good animals :/
Quote from: Alitaria on September 28, 2015, 12:18:31 AM
What about having a "Rotten Only" option for stockpiles and cremation?
I have things set up to butcher and cremate dead raiders but I often see my colonists cremating perfectly good corpses before doing the rotting ones.
Same with animals, if I set up a bill to cremate animal corpses so I can get rid of the skeletons around the map my people go and fry the good animals :/
Rotten Only - Yes. So much Yes.
+1 this rotten only option
Toilets/Pooping. Clearly not enough poop.
like normal if i wanted to train a colonists shooting and brawling i would wait for a crashed ship, kill the robot then get this one Guy to just wack/shoot it until it was dead, training dumbs just use the same thing, just set the health really high, or just make them cheap to make. Eg. 50 wood, and maybe better resources more health?
Quote from: Bartman on October 04, 2015, 10:47:48 AM
like normal if i wanted to train a colonists shooting and brawling i would wait for a crashed ship, kill the robot then get this one Guy to just wack/shoot it until it was dead, training dumbs just use the same thing, just set the health really high, or just make them cheap to make. Eg. 50 wood, and maybe better resources more health?
should definitely be in the core game, for now there's an alpha 12 patch for superior crafting, which has those dummies(you have to manually tell people to go there every time they stop though)
Quote from: blub01 on October 04, 2015, 03:05:23 PMfor now there's an alpha 12 patch for superior crafting, which has those dummies
Or you could place a sleeping spot, draft the colonist and order it to shoot.
Quote from: koisama on October 04, 2015, 04:32:55 PM
Quote from: blub01 on October 04, 2015, 03:05:23 PMfor now there's an alpha 12 patch for superior crafting, which has those dummies
Or you could place a sleeping spot, draft the colonist and order it to shoot.
superior crafting also has social and medical "dummies"(for social its called a holosuite).
I would love to see guest rooms because im tired of guests sleeping all over my base
I can rename a colonist at any time but I can't even give a pet a name? Surely it's a cheap change to swap these things so I can't change a colonists name, but I can name a pet whatever I like. Hungry/manhunter animals (not alphabeavers) should eat whatever they can, not just humans.
Well, you can say to someone, "Hey, I'm gonna call you Dave from now on. When I say Dave, you come over, alright?" and they'll do it. You can't say to a dog, "I christen thee, Mutt!" and expect them to come over when you call it that. That said, it is a bit weird why Tynan decided that animals couldn't be named as colonists can.
Quote from: StorymasterQ on October 07, 2015, 08:42:06 PM
Well, you can say to someone, "Hey, I'm gonna call you Dave from now on. When I say Dave, you come over, alright?" and they'll do it. You can't say to a dog, "I christen thee, Mutt!" and expect them to come over when you call it that. That said, it is a bit weird why Tynan decided that animals couldn't be named as colonists can.
Well sort of. People do do that alot, especially when the other persons name is hard to pronounce, but people tend to have multiple names for pets as well. Also people will change animals names how they see fit, though out of courtesy we don't tend to change pets that are already named.
How about a +20 moodlet for any pawn lying in a medical bed?
Call it "I'm recovering from illness" or "I'm getting better" or "I'll get through this".
This would hard counter the total joy deprivation from prolonged stays in the sickbay.
Make it persist for .25 days after getting out of bed to give them time to get some joy in them.
Quote from: king komodo on October 08, 2015, 03:30:17 PM
Quote from: StorymasterQ on October 07, 2015, 08:42:06 PM
Well, you can say to someone, "Hey, I'm gonna call you Dave from now on. When I say Dave, you come over, alright?" and they'll do it. You can't say to a dog, "I christen thee, Mutt!" and expect them to come over when you call it that. That said, it is a bit weird why Tynan decided that animals couldn't be named as colonists can.
Well sort of. People do do that alot, especially when the other persons name is hard to pronounce, but people tend to have multiple names for pets as well. Also people will change animals names how they see fit, though out of courtesy we don't tend to change pets that are already named.
You can call me whatever you like, but I will only respond if you get my name right. My brother found an abandoned kitten, took it to the vets and named it "Kitten", he gave the kitten to my grandmother, who promptly re-named it "Sable", when my grandmother could no longer look after it, my mother took over caring for the cat and re-named it, "Princess", cats don't come when you call their name anyway.
Quote from: Necronomocoins on October 10, 2015, 08:36:32 PM
Quote from: king komodo on October 08, 2015, 03:30:17 PM
Quote from: StorymasterQ on October 07, 2015, 08:42:06 PM
Well, you can say to someone, "Hey, I'm gonna call you Dave from now on. When I say Dave, you come over, alright?" and they'll do it. You can't say to a dog, "I christen thee, Mutt!" and expect them to come over when you call it that. That said, it is a bit weird why Tynan decided that animals couldn't be named as colonists can.
Well sort of. People do do that alot, especially when the other persons name is hard to pronounce, but people tend to have multiple names for pets as well. Also people will change animals names how they see fit, though out of courtesy we don't tend to change pets that are already named.
You can call me whatever you like, but I will only respond if you get my name right. My brother found an abandoned kitten, took it to the vets and named it "Kitten", he gave the kitten to my grandmother, who promptly re-named it "Sable", when my grandmother could no longer look after it, my mother took over caring for the cat and re-named it, "Princess", cats don't come when you call their name anyway.
Well, they at least react to it, and if they want to, they come. at least mine do. also, if enough people decide to call you dave from now on, at some point you're going to think you're dave. at least there's a saying about it. and an entire book you have to read in school in germany about the same thing with personality, it's called "Andorra".
Quote from: turnip on October 09, 2013, 12:25:31 AM
Adding of turnips as a growable crop.
In all seriousness, adding some more happiness items (Coaches, televisions, bookshelves, weight benches etc), since the game could use some more objects to boost happiness and they should be fairly easy to put in seeing as the mechanic's already there.
I agree maby have some of them be able to help improve a characters skills wile having fun maby have some training dummys or target to shoot at or beat on. Maby have books you buy for the book case that increase certain skills when read like handling or medical.
Quote from: willpill35 on October 11, 2015, 11:31:09 PM
Quote from: turnip on October 09, 2013, 12:25:31 AM
Adding of turnips as a growable crop.
In all seriousness, adding some more happiness items (Coaches, televisions, bookshelves, weight benches etc), since the game could use some more objects to boost happiness and they should be fairly easy to put in seeing as the mechanic's already there.
I agree maby have some of them be able to help improve a characters skills wile having fun maby have some training dummys or target to shoot at or beat on. Maby have books you buy for the book case that increase certain skills when read like handling or medical.
that's not exactly cheap, but it should definitely be in the game.
Quote from: SerBeardian on October 10, 2015, 04:12:28 AM
How about a +20 moodlet for any pawn lying in a medical bed?
Call it "I'm recovering from illness" or "I'm getting better" or "I'll get through this".
This would hard counter the total joy deprivation from prolonged stays in the sickbay.
Make it persist for .25 days after getting out of bed to give them time to get some joy in them.
it would be great if they added a radio, which plays music and gives joy for everyone within the room.
A means to manually name/label/force-rename pets.
Right now, chickens that hatch in your colony will always be named "Chick #" until the day they die. This makes it really difficult to not accidentally butcher your chickens when THIS happens. http://imgur.com/OPwoav8
Quote from: Jamini on October 13, 2015, 09:08:40 AM
A means to manually name/label/force-rename pets.
Right now, chickens that hatch in your colony will always be named "Chick #" until the day they die. This makes it really difficult to not accidentally butcher your chickens when THIS happens. http://imgur.com/OPwoav8
for now, you can use development mode and force the "nuzzle animal" event(at least I think it is an event, just search for something about nuzzling an animal/pet).
I would like to have more granularity for stockpiles with furniture. Most other things can be separated down to unique item types but not furniture. Why?
In my last game I built a stock of charged batteries and I also had some spare beds, but I wanted to keep them in separate places, batteries deep inside away from risk of fire, but beds easily accessible when needed.
I suppose I could micromanage it with some locked doors and stuff, but it would be a tedious workaround.
Id like to see hunting handled as a bill at the butchers table (accessible and constant across all of them) where you can select what animals to hunt.
Also, when people are hunting, have an exclusion radius around the hunter like the AI deals with avoiding turrets. So if you are out hunting boars lets say, the first hunter goes for one, then the next hunter goes for something outside that radius. So they stay away from each other. Hopefully this keeps them from walking into each others field of fire.
This old post:https://ludeon.com/forums/index.php?topic=159.0
Favorite Foods; Hated Foods; Allergic Foods
Colonists get a mood boost for favorite foods, the opposite for hated foods; and a medical problem for allergic foods
Batteries are too efficient at 50%, turn that down to 10% to make power management more interesting.
Quote from: Regret on October 16, 2015, 04:15:26 AM
Batteries are too efficient at 50%, turn that down to 10% to make power management more interesting.
what? power is already a pain in the ass in the lategame because you have to use solars and have no other options. cutting battery efficiency is like saying "f*ck you, try to protect an even larger array".
After playing this wonderful game just for 1 day; I suggest the following things that makes the game more realistic:
- Baths, showers and toilets (affects comfort)
- More joy options: television, radio, swimming pool,... (more difference increases joy)
- Water pumps (with a limited range), pipes and purification (water has random generated quality) for kitchens, bathrooms, swimming pool and fire extinguishers
- Windows (increases beauty and comfort)
Sorry if these things are already been said 8)
Some little rearranges in the Architect menu:
- Floors menu should be in the Structure menu.
- Joy menu should be in the Furniture menu.
- Power menu and Temperature menu can be brought together in the "Energy" menu.
- Worlds should be less earth looking, with more extreme weathers, climates, different air qualities (require airsuits) and alien like animals.
- Explore options: Like many games you have to explore the area to see it. When you have explored the area but you aren't active in the area anymore, there will be a fog that covers all activities (animals, people) in that area. Exploring (between priorities Haul and Clean) can be done by colonists (higher skill = bigger radius + last longer active after leaving) and (self-powered) radars show the ranged area permanently. Radars can also take over all warnings (storms, raids,...) you normally get.
After escaping the planet, you can land on another planet to start again. When you have colonized two or more planets, you can trade/traffic between them with your ship(s).
In the main menu there has to be a "universe" button that brings you to a random generated universe map with flickering stars, spinning planets and moons. There you can choose which planet(s) you want to colonize, depending on your ship fuel stocks. So the game never ends (better replayable value) and multiplayer options come available.
just as a reminder, this thread is about suggestions that are EASY TO IMPLEMENT, a water system for example would take quite some work, this whole recolonizing thing would a) take a ton of work and b) there are some plotholes there - the pawns crashed on a rimworld, they didn't actually try to colonize it, why would they go ahead and colonize another planet?
EDIT: oh and fog of war is a nice idea, but the map is a bit too small for it to make real sense.
Fences!!! Partially aesthetic, but works essentially like a wall! It would probably be rather weak and unable to support a roof, but it'd be a much nicer way of creating pastures for your critters.
Advanced Solarpanel and Advanced Windturbine More power than the regular solarpanels and winturbines. Get through researching.
Duster New Trait. A person with this trait will get bonus Mood when the area around him is dirty/not cleaned.
Cleaned New Trait. A person who gets a negative mood bonus if its dirty/not cleaned around him. The name is cleaned becaouse i didnt come up with anything else
No Clean Area New Zone Area. This works like no roof area and that stuff but that where you have this area people will not go and clean. This is for the Duster Trait that is stated above.
Genetic Plants Plants will grow 50% faster than usual but will drop 30% less food. Get through researching.
A menu along the lines of the manual priorities menu that determines what to haul first instead of distance.
I second the Allergy Trait idea.
Dust/Flowering plants give a mood debuff.
Quote from: JimmyAgnt007 on October 15, 2015, 12:53:30 PM
Id like to see hunting handled as a bill at the butchers table (accessible and constant across all of them) where you can select what animals to hunt.
Also, when people are hunting, have an exclusion radius around the hunter like the AI deals with avoiding turrets. So if you are out hunting boars lets say, the first hunter goes for one, then the next hunter goes for something outside that radius. So they stay away from each other. Hopefully this keeps them from walking into each others field of fire.
Actually a good idea.
From a suggestion thread of mine.
Custom start.
Redo the add a "new custom story" to the main menu, like "new colony"
Each bad or good event that can happen (thrumbos, traders, volcanic winters, eclipse, etc.) is on the next screen with either a checkbox or a slider (never -> very rare, rare, occasionally, sometimes, often, very often, always).
Allow people who want more customisation to select how they want to play their colony. People ask for "all the time" traders? now they can. People HATE solar flares (guilty...), BOOM! gone! People want their colony to suffer? permanent toxic fallout!
Could even work for specific playstyles. Psychopathic canniballistic psychically deaf people? lots of raids and psychic waves/ships!
seems like this is the next step towards making the game "appeal to as wide a range as possible"
OFC phoebe, cassandra, and robby would still be options too, and if achievements were ever implemented, making them exclusive to the storytellers would be a way to encourage the "just start my colony" mindset.
I would like coma as an injurie due to a head hit. The character may stay disabled along a random period of time... or always.
Quote from: Rofo on October 21, 2015, 04:51:36 PM
I would like coma as an injurie due to a head hit. The character may stay disabled along a random period of time... or always.
Liking the coma idea a lot!!!
Quote from: DrakePork on October 17, 2015, 02:54:04 PM
Advanced Solarpanel and Advanced Windturbine More power than the regular solarpanels and winturbines. Get through researching.
Duster New Trait. A person with this trait will get bonus Mood when the area around him is dirty/not cleaned.
Cleaned New Trait. A person who gets a negative mood bonus if its dirty/not cleaned around him. The name is cleaned becaouse i didnt come up with anything else
No Clean Area New Zone Area. This works like no roof area and that stuff but that where you have this area people will not go and clean. This is for the Duster Trait that is stated above.
Genetic Plants Plants will grow 50% faster than usual but will drop 30% less food. Get through researching.
Good ideas, but you might wanna look up the definition of genetic. (While Repo: The Genetic Opera is a very entertaining movie, its title teaches bad English.)
Here's a cheap idea -- press a button to have the camera automatically follow a colonist. I suppose there isn't much in the way of practicality for it, but it could be a neat and simple feature.
EDIT: Different idea: have a button for an event log of some sort, so disappearing text in the top left can be viewed again.
Quote from: Lhoto on October 23, 2015, 03:53:13 PM
EDIT: Different idea: have a button for an event log of some sort, so disappearing text in the top left can be viewed again.
DO IT!!! no seriously, this would be SO useful when weird stuff happens.
It would be nice if each colonist had a birthday date and it was possible to cook a cake or something.
I know the game might take place in a different star system and all, but since it uses a normal calendar, just stick to that.
Quote from: asanbr on October 24, 2015, 08:23:56 AM
It would be nice if each colonist had a birthday date and it was possible to cook a cake or something.
I know the game might take place in a different star system and all, but since it uses a normal calendar, just stick to that.
And unless you have a sprawling colony this would be a nice touch.
I think these have been suggested before somewhere, but they fit the theme of this thread:
1. Auto-rebuild campfire, kind of like auto-reset trap
2. Emergency zone and mode: a special allowed area which all colonists can be switched onto and off of with a hotkey. That way, when there's a raid, undrafted colonists can keep working inside my walls without running towards the enemy to haul rocks.
1.Sick colonists can get joy when a tv is in the room and on.
2. Sick colonists have a smaller "sharing" debuff in shared medical bay.
I want a change all allowed areas to X button. Speed things up a little.
I'd like some way to find dead pets on the map. It's impossible to find dead Mosquitos when they auto tame themselves and get killed in the frenetic fighting of a raid.
Remove the functionality from scars (but have them there as a bit of decoration, to show that someone's gone through some serious stuff), and replace them with muscle damage, tissue damage, and bone damage.
It would make a lot more sense than scars somehow impairing functionality, and it would still provide an incentive to use better quality medicine.
Quote from: ethanwdp on October 29, 2015, 09:22:30 AM
Remove the functionality from scars (but have them there as a bit of decoration, to show that someone's gone through some serious stuff), and replace them with muscle damage, tissue damage, and bone damage.
It would make a lot more sense than scars somehow impairing functionality, and it would still provide an incentive to use better quality medicine.
I'm sure many of the players of rimworld would NOT have that incentive. In fact i'd be willing to bet 50%+ of the people who read your post would FIRST think "i wonder how many scars i could accumulate on my colonists...?"
would love to see more descriptive minor injury names/descriptions. Hand scar? why not carpal tunnel? functionally the same! Leg or foot scar? what about slight limp or gamy leg? Eyes already have cataracts, moving and manip already have bad back and frail. Why not keep those "pregenerated" injuries sounding interesting?
This way scars accumulated really WOULD be interesting.
Quote from: Limdood on October 29, 2015, 09:48:45 AM
Quote from: ethanwdp on October 29, 2015, 09:22:30 AM
Remove the functionality from scars (but have them there as a bit of decoration, to show that someone's gone through some serious stuff), and replace them with muscle damage, tissue damage, and bone damage.
It would make a lot more sense than scars somehow impairing functionality, and it would still provide an incentive to use better quality medicine.
I'm sure many of the players of rimworld would NOT have that incentive. In fact i'd be willing to bet 50%+ of the people who read your post would FIRST think "i wonder how many scars i could accumulate on my colonists...?"
would love to see more descriptive minor injury names/descriptions. Hand scar? why not carpal tunnel? functionally the same! Leg or foot scar? what about slight limp or gamy leg? Eyes already have cataracts, moving and manip already have bad back and frail. Why not keep those "pregenerated" injuries sounding interesting?
This way scars accumulated really WOULD be interesting.
That's what I suggested. Scars would be functionless (but still there as a reminder of a battle and bad medical care), but there would be new limb injuries that do not heal.
Fishing, with a new fishing skill. A colonist will go and stand by a water source for a period of time, with the chance of catching a fish determined by his or her skill.
Quote from: Tynan on October 09, 2013, 12:17:07 AM
None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
Having your colonist's current outfit name displayed on their info panel, the one that appears when you select a pawn
This would be cool for 3 reasons..
Firstly I believe this is cheap (please correct me if I'm wrong)
Secondly it just helps people know what that person is wearing without having to go to outfits screen, just makes it more user friendly.
And Finally it'd be great for people who do a bit of roleplay with their colony. For example if one of my outfits was called Governor and I had it assigned to someone, the title Governor is then displayed on that person's info panel, which is cool because if I wanted him to be recognized as that, but didn't want his name to be Governor I can. It also adds another function to the Outfits feature by giving people roles as well as clothes. I think it would just help to the overall immersion of the game, but only if people wanted it to, which is what Rimworld is about in many respects, choice.
i have one idea i was talking to a person on youtube hers the chat that i did with some people i think it's a realy good idea that can ahev a hube difference in how people play the game hope you like the idea
gaming sorcerer 3 hours ago · LINKED COMMENT
i wonder if they will add children and baby and people can get married have children AND sleep together in the royal beds (this will be for like the late game were you need more people) also periods that you either need to make pads for it or buy them it will also affect there mood in this state, when pregnant they will eat more be a little bit more sluggish and will be tired for a while, when the water breaks they need a doctor to go the the hospital bed with the lady untill the baby is born after that you need some new iteams like a carriage,baby food that you can buy or make,a sleeping area and toys you can buy or make. (THIS IS JUST AN IDEA I HAVE NO IDEA IF THERE GOING TO ADD THIS)
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Jonathan Mensch 3 hours ago
+gaming sorcerer Are you willing to make them killable? Are you comfortable with children starving? Organs allowed to be harvested?
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ryan bell 3 hours ago
+Jonathan Mensch sounds good to me [ ofcouse in real life i am not ok with death ] but rimworld is not real life
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Vin100z 3 hours ago
+gaming sorcerer i saw a mod which allow your colonist to fall in love with each other, its still in early stages but i think its a prof of concept.
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gaming sorcerer 3 hours ago
+Jonathan Mensch yes BUT it will put a HUGE debuff on all of the colonist if the child is killed (in like a prison cell) ,organ harvested or is starving and top priority for all colonist is to take care of the child even to the extent of killing something that's harming the child or feed them before the other people have food.
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Jonathan Mensch 33 minutes ago
+gaming sorcerer I will say that it would be a fitting end to any colony to see the mechanoids busting down the last barrier and gunning down the room of huddling children and pregnant women.
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gaming sorcerer 19 minutes ago
+Jonathan Mensch thats a good idea (not the mech thing) if the base gets attack all the pregnant women and children go the a zone call the safe house (with the people that cant fight) were some of the fighters will stay guarded and protect the area from anything that will try to hurt the people inside and maby a new skill called guard :D i realy hope that somebody turns this into a mod or the people that made the game update doing this idea
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Jonathan Mensch 12 minutes ago
+gaming sorcerer Mechanoids are already in the game.
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gaming sorcerer 1 second ago
+Jonathan Mensch yes i know i was forgeting about the mech part and just talking about the idea of the people huddling in a room thing
killable children adds a large public relations and labelling issue to the game.
Skyrim children are invincible because they didn't want to deal with heightened ESRB rating and public outrage.
I can't see Tynan wanting to jump through that hurdle, especially considering children would be largely useless - whether or not you have your colonists stay on the world they crashed on, the IDEA is that they're working towards building a ship to escape. How many of your colonies have lasted even 3 years (which would be when the kid could theoretically start helping with maybe cleaning or hauling 5 units at a time)? 6 years (they might be able to grow, mine or craft)? 10 years (they could probably do everything by now...but 10 years?)?
so children would be of questionable value to the game, AND they cross a line for many PLAYERS, which would reduce sales, cause public blowback, and likely give the game an even more restrictive ESRB rating.
Remember, Tynan wants his game to cater to as wide an audience as possible...some things, if added, REDUCE the target audience. I think this wold be one of them
Quote from: Limdood on October 30, 2015, 03:55:44 PM
killable children adds a large public relations and labelling issue to the game.
Skyrim children are invincible because they didn't want to deal with heightened ESRB rating and public outrage.
I can't see Tynan wanting to jump through that hurdle, especially considering children would be largely useless - whether or not you have your colonists stay on the world they crashed on, the IDEA is that they're working towards building a ship to escape. How many of your colonies have lasted even 3 years (which would be when the kid could theoretically start helping with maybe cleaning or hauling 5 units at a time)? 6 years (they might be able to grow, mine or craft)? 10 years (they could probably do everything by now...but 10 years?)?
so children would be of questionable value to the game, AND they cross a line for many PLAYERS, which would reduce sales, cause public blowback, and likely give the game an even more restrictive ESRB rating.
Remember, Tynan wants his game to cater to as wide an audience as possible...some things, if added, REDUCE the target audience. I think this wold be one of them
conclusion: it's good as a mod, but shoudn't be in the base game. anyway, this idea is most certainly the opposite of cheap, and should simply get a suggestion thread.
Quote from: Kain21 on October 06, 2015, 12:47:04 PM
I would love to see guest rooms because im tired of guests sleeping all over my base
Keep a couple of unowned beds. As far as I can tell, the guests use them.
Add an alarm and the possibility to distinguish the combatants and non-combatants colonists or animals, the firefighter, the medic, etc.
When someone turn on the alarm, colonists and animals will go to specify area, change outfits, or prioritise certain job depending on their category. Different sort of alarm can be created for raid, fire, solar flares...
got a great cheap idea:
Add the breeding age to each animal's information tab.
Like:
Breeding age: 2-10 years old
That would be really good information to have readily on hand to decide when to slaughter, whether or not to tame (or train release for mechanoid fodder) or even whether or not to buy/sell the animal.
The forums are regularly hit with "why won't my animals breed" threads and could be solved with the addition of a simple line of text on each of the animal's information tabs.
This one might fit in this thread:
Make HEALTHY (completely healthy - no cataracts, scars, infections, or current, not-yet-healed wounds-at-time-of-removal) legs, arms, and eyes that are cut out as part of a NON-FAILED operation be items that can be put into someone else.
Catastrophic surgery failures that remove an arm? that arm is a goner...you probably cut it up too bad.
Installed a peg leg on the wrong leg? you still have the leg! You can put it back!
Gave a bionic eye to your best shooter? cool! now you can put that healthy eye into your 70-year-old with cataracts that you'd never otherwise consider spending money on bionics for.
As a last, balance issue - removing healthy parts to put an inferior part on should give the "harvested organs" mood penalty. Or everyone will be releasing double peg leg pirates and saving their legs. Removed items due to bionics should not give the penalty.
Items removed thru surgery that are not 100% healthy (as mentioned above) should just disappear, as they do now. That way there is NO status-tracking for removed limbs/organs.
Let colonists ask for basic resources (i.e., wood, crops, meats, leathers, steel, silver, etc.) from other factions in exchange for a certain amount of goodwill. These can really help in crises, especially starvation.
* The way you receive the items could either be from orbital trade drops or cargo pods (your pick, Ty).
* The amount of resources given to you would depend on the item's value, all under a fixed budget (maybe 50-100 silver's worth of stuff? idk.).
* They give only one kind of resource at random per request.
* Factions have a slightly bigger chance to send resources most accessible to them (leathers for tribes, wood and steel for outlanders, etc.).
Quote from: Muffintrain on November 09, 2015, 06:53:14 AM
Let colonists ask for basic resources (i.e., wood, crops, meats, leathers, steel, silver, etc.) from other factions in exchange for a certain amount of goodwill. These can really help in crises, especially starvation.
* The way you receive the items could either be from orbital trade drops or cargo pods (your pick, Ty).
* The amount of resources given to you would depend on the item's value, all under a fixed budget (maybe 50-100 silver's worth of stuff? idk.).
* They give only one kind of resource at random per request.
* Factions have a slightly bigger chance to send resources most accessible to them (leathers for tribes, wood and steel for outlanders, etc.).
I don't think this is a "cheap" idea according to the thread, but i like it. I think you should be able to request specific goods though, limited to "meat, vegetables, wood, steel, cloth, skins." Outlander towns could orbital drop a smaller amount of goods onto a trade beacon, tribesmen could just haul it in.
Could you add in the dev mode a like "Super fast" mode. So like one in game day is like 30 real life seconds. I think it would be fun to make a almost perfect colony turn on super fast mode and see what causes there down fall, im i the only one who would like this?
Quote from: eCatYouTube on November 09, 2015, 11:17:30 AM
Could you add in the dev mode a like "Super fast" mode. So like one in game day is like 30 real life seconds. I think it would be fun to make a almost perfect colony turn on super fast mode and see what causes there down fall, im i the only one who would like this?
Seconded, if only for mad-science experimentors like us. (also, could be useful for debugging.)
Dunno if it counts as "feature", but it's cheap on devtime: I'd love to see some reorganization of the bottom bar. Moving the menus "Orders" and "Zone/Area" from the "Architect" button to their own buttons would mean less clicks to get stuff done. OTOH the buttons "Factions", "World", "Statistics" and "Wealth" give rarely used info - those could be dumped in menus instead.
Quote from: eCatYouTube on November 09, 2015, 11:17:30 AM
Could you add in the dev mode a like "Super fast" mode. So like one in game day is like 30 real life seconds. I think it would be fun to make a almost perfect colony turn on super fast mode and see what causes there down fall, im i the only one who would like this?
Although I have some doubt regarding the amount of strain this would take on processors, I +1 this nonetheless.
Quote from: Limdood on November 09, 2015, 09:02:11 AM
I don't think this is a "cheap" idea according to the thread, but i like it. I think you should be able to request specific goods though, limited to "meat, vegetables, wood, steel, cloth, skins." Outlander towns could orbital drop a smaller amount of goods onto a trade beacon, tribesmen could just haul it in.
Well, it could be like any simple cargo pod drop event except you can manually trigger it with the comm console.
Make it so indoor trade beacons change their area of effect according to the room they are in as long as it is not larger than the original area.
And another one:
Make it so armor does not count towards "wearing worn out apparel" as long as you cannot produce a new armor piece in the game.
Something I've been thinking about recently is something called a raid alarm. A building that, when a raid or sappers event is triggered (Not siege) the block emits an in-game sound, You know the sort. And colonists will then be drafted automatically. I was thinking of having 2 settings, One for armed colonists (Any colonist with a weapon). And one for all colonists to get drafted. It would have to be powered, I was thinking something like 200 WD whilst on standby and 400 WD When there is a raid. The alarm would then be reset when the enemy retreat (Or all die). The colonists however would have to be manually undrafted. The drafting wouldn't include prisoners injured in bed.
Thanks in advance for reading this :P
I don't think this has been suggested yet, but how about better user feedback on
why something is forbidden when it's outside the allowed zone? ie. "Cannot bury muffalo corpse (forbidden - outside of allowed zone)"
Quote from: TLHeart on November 11, 2015, 08:55:11 PM
Not really a keen eye, this comes up every week, that people do not understand that the zones are NOT a restriction on movement, but on what work can be performed.
How's this for cheap: add 'yellow' to Colors.txt in the namebanks folder? I was wondering if this was deliberate, like if Tynan really doesn't like yellow, but considering that it's a major component of the Ludeon logo, and features heavily in the theme for the forum, this seems unlikely.
(firstposthello)
Well, I ve got one or two little suggestions :
Maybe add an outfit, the cap.
Cowboy hats are cool, but they are, with tuques, the only craftable hats.
So a cap could be a good idea, to add diversity. It could be for moderate heat. (we already have the jacket for moderate cold)
Then, there is my second suggestion :
I have to say that I love the feature that now allows to easily manage outfits.
Now my colonists wear uniforms ^^ (with duster, pants, button-down shirts, and cowboy hat. They're so fancy !!)
But there is a little limitation that restrains me.
We can't chose the material of the weared outfits. (but I don't know if it is easy to implement, or not).
When I create an outfit, I can specify clothes types, qualities, damages, but not clothes materials.
And clothe material influences its color.
With this possibility, it would be easier to manage good looking outfits, with coherent colors (wich is very long to handle itself).
Well, that was my two little ideas. Hope it will help.
Anyway, you are doing a great job with this game. Congratulations.
In A12 RimWorld "Saves" files contain the entire <factionManager> from "Worlds" since World is saved for its WorldInfo but along with that the FactionManager is saved too. That's a 47 kB redundancy for each colony savefile in a world savefile.
Padded walls for prisons to help keep prisoners from berserking
Straight jackets to keep them from fighting
Cattle prods
Chalkboards for quick cheap beatification art that can be erased
Hmm... cheap ideas...
- Elephants should also drop ivory, which can be traded or crafted.
- Animals should usually flee fire.
- Art shouldn't include events newer than the inception of the art piece.
My idea for a product drop off radius is detailed in https://ludeon.com/forums/index.php?topic=16897.0
I just thought I'd repost it here in case it gets missed.
There should be a non-violent way of arresting or capturing berserking / dazed colonists.
I understand that for balance reasons, we may not want to allow capturing enemies alive too easily so that it becomes super easy to recruit more people.
But for those berserking, I find it really annoying that when I fight them just to make them stop berserking, they sometimes die by accident. My solution so far has been to lure them out of the base and to the other side of the map with another colonist, then run away from them and leave them there taking their rage out on squirrels until they stop.
Arrest using multiple people or incapacitate in a way that can't kill them, should be possible at least for colonists that are already part of the colony.
Quote from: DoctorNick on November 17, 2015, 12:48:56 AM
Hmm... cheap ideas...
- Elephants should also drop ivory, which can be traded or crafted.
Elephants do drop elephant tusks which can be sold for a significant amount of cash. Can't be crafted though.
Quote from: Huntico on November 16, 2015, 09:56:42 PM
Padded walls for prisons to help keep prisoners from berserking
Straight jackets to keep them from fighting
Cattle prods
Chalkboards for quick cheap beatification art that can be erased
granted, that isn't quite cheap, but you could also teach colonists researching (maybe other stats too) using a chalkboard and a colonist that already has a higher level in research/the trained stat.
Quote from: asanbr on November 21, 2015, 05:54:10 AM
Elephants do drop elephant tusks which can be sold for a significant amount of cash. Can't be crafted though.
They do? Must have missed that, haven't seen any elephants in my recent games...
A Cheap Idea might be to introduce a few personality traits
Glutton - Loves to eat. (He/she consumes twice as much food)
Art Critic - Enjoys good art and despises poor work. (mood effect near bad or good art)
Multicultural - Is welcoming to newcomers (prisoners gain positive mood when they talk to this person)
Racist - Will upset newcomers (prisoners will have a negative mood effect when this person is their warden)
Animal whisperer - Trusted by animals (Animals never attack unprovoked or on a failed tame)
Old in Spirit - Takes less time to enjoy things (Joy requirement 1/2 the amount)
Young in Spirit - Wants to enjoy every minute (Joy requirement x1.75)
Scaredy Cat - Backs down from a fight (Undrafts themselves and Breaks/runs away in the face of minor wounds in battle)
Civil Servant - Likes doing mundane tasks that benefit the colonists (Tailoring, growing, building, and Doctoring all give a mood boost)
Glass Bones - Breaks bones easily
Warrior Race - Fights tooth and nail (deals extra damage movement x2 when drafted, dislikes Peaceful Race)
Peaceful Race - People feel his/her calming presence (Bonus to Warden Skill)
Merchant Race - Money is his/her game (Can sell things for more silver, dislikes Warrior Race)
Comedic - Funny and a quick wit (Social conversations give Colonists a Funny Joke mood effect)
Sexy/Handsome - Fetching to the eye (Social conversations give Attractive Person mood effect)
I would love to write up anything for you guys. Such as back ground stories and pitch more ideas. I wish i could program because I would be helping any way i can. Rimworld is Awesome.
Quote from: Thunderclone on November 24, 2015, 05:54:33 AM
A Cheap Idea might be to introduce a few personality traits
Glutton - Loves to eat. (He/she consumes twice as much food)
Art Critic - Enjoys good art and despises poor work. (mood effect near bad or good art)
Multicultural - Is welcoming to newcomers (prisoners gain positive mood when they talk to this person)
Racist - Will upset newcomers (prisoners will have a negative mood effect when this person is their warden)
Animal whisperer - Trusted by animals (Animals never attack unprovoked or on a failed tame)
Old in Spirit - Takes less time to enjoy things (Joy requirement 1/2 the amount)
Young in Spirit - Wants to enjoy every minute (Joy requirement x1.75)
Scaredy Cat - Backs down from a fight (Undrafts themselves and Breaks/runs away in the face of minor wounds in battle)
Civil Servant - Likes doing mundane tasks that benefit the colonists (Tailoring, growing, building, and Doctoring all give a mood boost)
Glass Bones - Breaks bones easily
Warrior Race - Fights tooth and nail (deals extra damage movement x2 when drafted, dislikes Peaceful Race)
Peaceful Race - People feel his/her calming presence (Bonus to Warden Skill)
Merchant Race - Money is his/her game (Can sell things for more silver, dislikes Warrior Race)
Comedic - Funny and a quick wit (Social conversations give Colonists a Funny Joke mood effect)
Sexy/Handsome - Fetching to the eye (Social conversations give Attractive Person mood effect)
I would love to write up anything for you guys. Such as back ground stories and pitch more ideas. I wish i could program because I would be helping any way i can. Rimworld is Awesome.
I'd do glass bones as a disease(which it is in RL, I think).
Quote from: Huntico on November 16, 2015, 09:56:42 PM
Chalkboards for quick cheap beatification art that can be erased
If this goes in, teaching via them should also go in.
And perhaps an electronic variant from traders, working somewhat like a TV?
I know some of these ideas have probably been said before but having them said more than once will probably make them look more wanted :)
1. Impassable windows made out of the current building materials available ( sandstone granite etc...) which have 3/4 health of a normal wall but can be shot over like a sandbag and provides cover for anyone shooting out of it.
2. trenches that act like a wall which the enemy has to bring ( or construct) ladders to cross during a raid.
3. a 2x2 tile structure which acts as a guard tower, giving resistances to anyone posted on them and giving them an accuracy bonus when using ranged weapons and allowing colonists to fire over walls which have no roof. It could also make them more vulnerable to fire and explosives due to the structure breaking?
4. a trade beacon which attracts more trade ships but also increases the chance of raids.
Quote from: xuichinox on November 27, 2015, 03:40:35 AM
I know some of these ideas have probably been said before but having them said more than once will probably make them look more wanted :)
1. Impassable windows made out of the current building materials available ( sandstone granite etc...) which have 3/4 health of a normal wall but can be shot over like a sandbag and provides cover for anyone shooting out of it.
2. trenches that act like a wall which the enemy has to bring ( or construct) ladders to cross during a raid.
3. a 2x2 tile structure which acts as a guard tower, giving resistances to anyone posted on them and giving them an accuracy bonus when using ranged weapons and allowing colonists to fire over walls which have no roof. It could also make them more vulnerable to fire and explosives due to the structure breaking?
4. a trade beacon which attracts more trade ships but also increases the chance of raids.
I like all of these though I think there has been one or 2 that were almost an outright no which was the guard tower and trenches because of Z-levels, but I think the trenches might be doable much like Deep water and would also make nice mass graves that you can light on fire like moats from castles of old if you could simply toss bodies or let plants grow in them.
Quote from: king komodo on November 27, 2015, 02:06:12 PM
Quote from: xuichinox on November 27, 2015, 03:40:35 AM
I know some of these ideas have probably been said before but having them said more than once will probably make them look more wanted :)
1. Impassable windows made out of the current building materials available ( sandstone granite etc...) which have 3/4 health of a normal wall but can be shot over like a sandbag and provides cover for anyone shooting out of it.
2. trenches that act like a wall which the enemy has to bring ( or construct) ladders to cross during a raid.
3. a 2x2 tile structure which acts as a guard tower, giving resistances to anyone posted on them and giving them an accuracy bonus when using ranged weapons and allowing colonists to fire over walls which have no roof. It could also make them more vulnerable to fire and explosives due to the structure breaking?
4. a trade beacon which attracts more trade ships but also increases the chance of raids.
I like all of these though I think there has been one or 2 that were almost an outright no which was the guard tower and trenches because of Z-levels, but I think the trenches might be doable much like Deep water and would also make nice mass graves that you can light on fire like moats from castles of old if you could simply toss bodies or let plants grow in them.
that was the point, guard tower and trenches were supposed to NOT use z-levels, as described in the post. the guard tower simply gives an accuracy bonus, and maybe explodes if it is destroyed to simulate it collapsing and crushing people. shooting over walls might be tougher, but I'm sure it's doable somehow. trenches are, as you said, possible by making them impassable until a ladder is built over them. they can then simply change to a passable tile with a similar skin. my point is, this has nothing to do with z-levels.
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating
Quote from: giannikampa on November 28, 2015, 06:39:22 AM
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating
Actually that's already there click on the number not the button.
I hope that big animal can be ride by colonist with some device
Such as mufalo, horse, cow... ect
It will make pirates move more fast, and colonist move more effective
It also have to make accident by falling on the ground.
(Sorry, My tongue language is not English so my sentence is not naturally)
Quote from: king komodo on November 28, 2015, 11:55:09 AM
Quote from: giannikampa on November 28, 2015, 06:39:22 AM
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating
Actually that's already there click on the number not the button.
no it is not, maybe you mean we can fast sell many of the same item (like steel), i mean we should be able to fast sell dozen of different shirts, pants, etc. we made from late game huge raids.
Quote from: giannikampa on November 29, 2015, 03:51:11 PM
Quote from: king komodo on November 28, 2015, 11:55:09 AM
Quote from: giannikampa on November 28, 2015, 06:39:22 AM
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating
Actually that's already there click on the number not the button.
no it is not, maybe you mean we can fast sell many of the same item (like steel), i mean we should be able to fast sell dozen of different shirts, pants, etc. we made from late game huge raids.
You didn't specify you were talking about gear.
Don't blame king komodo for your inability to communicate.
Other than that, I agree, that would be nice.
A late game alternative to the ship ending I explored recently in my last play through:
Constructing a TEMPLE
Built inside an ancient danger room filled with crypto sleep caskets, I dressed the space out with patterned steel floor panels and red lights, glowing exterior walls and a rose garden ringing the perimeter. With each cryptosleep casket I laid them out with my finest sculptures at their heads.
After I had constructed a spaceship, and sent those that had joined the colony off into space -- I had my original colonists who had been there from the very start, walk down the middle and commit themselves to sleep forever on this new home planet of theirs (They were joined by one other colonist who went berserk just as everyone was boarding the ship - obviously couldn't bare to leave the poor guy, and another who slept through the ships departure). All this happened as an eclipse, volcanic winter, and lighting storm coincided - clearly a celestial sign from the gods that it was time!
A temple end game is a great way to give purpose to cryptosleep caskets and could be a great way to integrate praying, and sarcophagus' as enhanced joy activities in these rooms. If there was some way that beauty could have a multiplier effect in this room that would be great + some sort of integration with an ancient artifact object event? - placing it on some sort of pedestal and activating it in this space for example - could be a great way of seeing out your colony in a more varied and interesting way.
Make the methods Verse.HitReport.GetTextReadout() and Verse.Verb_LaunchProjectile.HitReportFor(Thing) virtual methods.
Without these being virtual it's impractical (requires overwriting UIRoot - not my favourite thing to do) for mods (like CombatRealism)
to change the displayed hitchances tooltip on weapons.
Quote from: giannikampa on November 29, 2015, 03:51:11 PM
Quote from: king komodo on November 28, 2015, 11:55:09 AM
Quote from: giannikampa on November 28, 2015, 06:39:22 AM
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating
Actually that's already there click on the number not the button.
no it is not, maybe you mean we can fast sell many of the same item (like steel), i mean we should be able to fast sell dozen of different shirts, pants, etc. we made from late game huge raids.
Ah so you mean instead of the list of different qualities of shirts and stuff, simple misunderstanding on my part. I'm not sure how you could do that but I do know there are 2 buttons at the top that show the sorting order I think messing with those may help with this problem but I'm not sure.
A practical way to chop wood. Clicking each individual tree to check how far it has grown is a horrible experience.
The area select order could be extended with an option for example "harvest all trees which are at least 90% grown" , where the exact % is configurable.
Rain during Toxic Fallout should rapidly increase the toxic buildup of anything caught in the open.
some ideas:
-i would like some bigger plant pots like 2x1 or 3x1 to put outside my base so it looks more pretty
-computers? a joy item like tv
-a church? a gather place for people to pray to their rim gods, could be like an altar and the room will turn into a church and you could put art and other thingies to make it more impressive for a bigger mood bost (like the rec room)
-also there could be traits like religious or atheist the first gets a bigger boost from praying and the other wont pray at all
-i don´t think armor for animals is a cheap idea but it would be great
-the grenade launcher could use different types of grenades like emp grenades
-floor lights, wall lights, roof lights, windows for the sunlight to come in, lamp on a table (to put beside the bed)
-reading in bed (like meditating but in the bed and with confort gain)
-pillow (to meditate while sit on it so the colonist gains confort)
why won't add fishing?
at least get something else to eat :P.
Unique Fabrics that can be used to make clothing types that are already available.
Tribal Cloth- Has a decent heat insulation blunt defense and sharp defense values.
Outlander Cloth- Has a decent cold insulation values and piercing values.
Pirate Cloth- Is a balanced version of Tribal and Outlander cloths.
During Raids some of the enemy could be carrying some of their unique cloth type as well as others actually wearing clothes made with their unique cloth.
Having many colonist wearing a specific unique cloth types could anger other faction's that are enemies that use that unique cloth.
An event where you protect visitors from another faction (even an enemies chased by mechanoid Scythers) and in return they provide you a reward such as their unique cloth and a relation boost.
Random Raids that includes "tamed animals" or at least animals that are allied to their human masters.
Tribal Faction Raiders attack with Muffalos and or Elephants.
Tribal Faction Sappers using Boomalopes and Boomrats to take out defenses.
Pirate Faction Raid with Wargs and Thrumbos.
A Wild Man that grew up in the wilds commands an army of Boars and attacks.
Elderly Uprising... lol many raiders of the pirate faction that are very old attack with their Labrador Retrievers and Huskies an attempt to steal stockpile resources.
Raiders enhanced with bionics attack with an army of megascarabs.
Cutting too many trees on the map has a very small chance to spawn tribal raiders that attacks with random animals.
An event where a man wearing green clothing is being chased by chicken and asks for your help and will join your colony if you agree. He is equipped with a sword.
An event where a ship loaded with animals is destroyed and many pods land in the map and spawn random animals.
An event where a herd of starving muffalo attempts to eat all of the crops in your growing zones and then move on to off the map.
An event where a tribal faction with elephants and a pirate faction with wargs use your map as a battlefield and you have the choice of helping either side or not at all and just watch who will win.
An elephant spawns and moves inside your base then a message comes up asking if anyone noticed the elephant in the room and then it becomes self tamed.
Frost gun that deals somewhat poor damage on direct hits but also causes the target to start suffering from hypothermia if he or she isn't wearing enough warm clothing however. There is also a chance of frostbite.
Frost grenade that deals somewhat poor damage but anyone caught in the blast will receive significant amount of hypothermia if not wearing enough warm clothing.
Imagine pirate raiders using these weapons during the summer. Should some of the colonists equip parkas and risk heatstroke or wear summer attire and risk hypothermia.
Adulthood Character Traits that provide some funny splash text.
Bank Robber Cryosleeper- Went to rob a bank and somehow ended up using a cyrosleeper by mistake.
Glitterworld Garbageman- Even on worlds with advanced technologies someone still has to take out the trash.
Professional Mime- Not much of a talker... But definitely a doer of sorts.
Evil Scientist- Even with all of these crazy machines and hopes for global domination deep down this person just wants to be loved.
Bar Minstrel- To be honest this person had a terrible voice but even his lordship did not want to hurt his feelings.
Recently Rescued Survivor- Initially landed on a desolate planet with few companions and was eventually rescued but then that ship got hit by a meteor and now this person is trying to survive again.
Fallout Survivor- After the fourth Fallout that destroyed many lives this person was able to put down the controller and live life again.
solar flares do not effect electronics under mountain roofs. a mountain is a lot of extra shielding. possibly temperature regulation inside mountains as well?
Uninstalling a piece of furniture will result in its minified version to be carried to a stockpile, for us to click on it again and select another location for it, so a pawn can come again, pick it up, and finally install it.
Cheapest idea: A "reinstall" button?
Quote from: LittleGreenStone on December 06, 2015, 01:59:47 PM
Uninstalling a piece of furniture will result in its minified version to be carried to a stockpile, for us to click on it again and select another location for it, so a pawn can come again, pick it up, and finally install it.
Cheapest idea: A "reinstall" button?
+1
Damn haulers keep moving the furniture back to storage on the other side of the base when my constructor is already underway to install it inches from where it was uninstalled.
Speaking off, who else uses this mechanic in a carpenter's shop/room?
I think every self-respecting game should have easter eggs :D
a research that removes the ugliness from conduits. (think running them on the ceiling or under the floor now.)
Quote from: toric on December 09, 2015, 06:11:37 PM
a research that removes the ugliness from conduits. (think running them on the ceiling or under the floor now.)
there is a mod that implements invisible power conduits already.
a suit for toxic fallout, very low in protections and fast perishable makes immune to toxic.
maybe somthing like heaters but then for cooling things down (change all the red in blue) and hoppers but then cooled like fridges for 1 item only in your dining room
srry for my bad englisch
Quote from: Todo on December 15, 2015, 02:11:10 PM
maybe somthing like heaters but then for cooling things down (change all the red in blue) and hoppers but then cooled like fridges for 1 item only in your dining room
srry for my bad englisch
The first goes directly against the laws of thermodynamics, the second would be cool. I'm not sure if foodpaste dispensers count as walls, if they do you can put the hoppers in a tiny fridge with the output in your dining room.
Quote from: Regret on December 16, 2015, 04:59:10 PM
Quote from: Todo on December 15, 2015, 02:11:10 PM
maybe somthing like heaters but then for cooling things down (change all the red in blue) and hoppers but then cooled like fridges for 1 item only in your dining room
srry for my bad englisch
The first goes directly against the laws of thermodynamics, the second would be cool. I'm not sure if foodpaste dispensers count as walls, if they do you can put the hoppers in a tiny fridge with the output in your dining room.
AFAIK dispensers can't be placed inside a wall without allowing temperature to equalize.
As for tiny, actual fridges;
If you have a mod called "Community Core Library",
adding the lines
<li>
<compClass>CommunityCoreLibrary.CompRefrigerated</compClass>
</li>
between
<comps>
and
</comps>
will make any storage building prevent anything from spoiling.
It would be great to see such an (actual) fridge in vanilla, storing a stack of meals in the diner instead of the freezing room.
Perhaps we can have wall quality? Maybe engraving so you can make walls works of art?
Ability to make mud and water usable for growing.
More Decorations like bookshelves, cabinets, desks, ect. Just to make it look nice to personal tastes.
Bunk beds.
If you want Joy items (Don't know how easy it is to implement) you can possibly buy a video game system or computer, and games for it give a plus 1 (Max of 10) joy boost.
Quote from: Bloodraven117 on December 17, 2015, 08:24:43 PM
Ability to make mud and water usable for growing.
and maybe add different humidity preferences for different plants (aka rice grows best in mud or water, etc)
EDIT: that isn't really cheap tho.
A wooden bridge floor, that you can put over water tiles, and then walk/build on it.
I like the wood floor on the water.
Here is another:
Non tamed carnivores eat corpses, not only butchered meat.
If someone tries to grab what they are currently eating they'll attack him/her/it.
For semplicity when a carnivorous eats a corpse all the meat goes eaten.
Clothes and lether of a corpse eaten by a carnivorous animal gets heavy damage and left on the ground at the end of the feed.
Realistic and challenging
Rather than have colonist incapable of a job(s), they should just have a mood loss when assigned, and lock the skill from leveling past lv 1. So every colonist can do every job, but is still balanced and realistic.
Trading with factions..
fix these problems with hoppers. I'm sure they're known since long ago, but they are among the most annoying things that happen regularly in my games. and should be easy to fix.
1. There is 3 warg meat left in a hopper so no one can get a nutrient paste meal. Nothing happens automatically to fix this, even though I have hundreds of venison and elephant meat in the freezer, 1 meter away, people start eating raw meat.
2. A hopper was empty and people started eating raw meat, I tried to manually refill it since there was lots of meat in the freezer. I couldn't refill it by clicking the hopper, nor by clicking the meat which usually works. Checked the priorities of the hopper, stockpile, and everything looked good so I thought there was a bug. After a while it turned out that someone else, far away was hauling food into the hopper so the hopper was reserved for him. But there was nothing to indicate this and I couldn'd understand that it was RESERVED, which other objects usually tell when you right click them, for example weapons or damaged people.
Thats why I always build 3 hoppers per synthetiser.
Another idea: new artifacts, that upon activation start a heat wave/cold snap.
Make it so that you can type in the qty to buy or sell from traders and any other similar screens. I wanted to buy 200 wood from a trader just now and I had to click it 200 times :-\
Quote from: seronleithian on December 27, 2015, 08:43:45 PM
Make it so that you can type in the qty to buy or sell from traders and any other similar screens. I wanted to buy 200 wood from a trader just now and I had to click it 200 times :-\
You can click the number and drag it near where you want the quantity so you don't need to click so much.
I figured this out after I made the post... it even says it right above the qty on the trade screen.. doh :-)
Just came up with idea: what about geat increase of energy consumption of turrets when they are firing? GOTTA MAKE USE OF THOSE CHEAP BATTERIES
Yeah, until ammo system is introduced at least
Can we get another stockpile slider based on item value?
Like... only take items worth 10$+
Give me an option to turn on a clock that shows the current (real world) time somewhere on the screen so that
- I can know when it's time to go to bed
- I'm no longer late for work
- I can avoid my wife's wrath
- etc.
Quote from: ttc on December 31, 2015, 09:33:37 PM
Give me an option to turn on a clock that shows the current (real world) time somewhere on the screen so that
- I can know when it's time to go to bed
- I'm no longer late for work
- I can avoid my wife's wrath
- etc.
++++++
a little suggestion of fixes and stuff:
- making metal walls less flameble: i can understand they would melt, but burning and spreading fire to adjacent metal (in similar way as wood) seems unlogical, while there could be more troubles with electricity here thou -ligtning storms or discharges could make severe troubles in metal only buildings on open space with no trees around, electrify, kill colonists inside if floors are metal too)
- electric discharges blowing up walls and stuff, seems unlogical (to me at least) i can understand that batteries would blow up, but a cable in a wall blowing up like tnt makes no sense (to me) cables would melt down sooner imo ((i can be wrong here :) just seems strange if you think about it)
- two turret types, the one we have now requiring an artilery shell to be placed + another with lets say shorter range (my guess it was made to explode to balance and prevent player from spamming one too close to other)
- placing artilery shells (explosive charges) on ground and detonating to get terrain chunks on adjacent tiles, to avoid endless "hours" of hauling terrain chunks
- placing artilery shells near mountains to blow up instead mining (to easier heavily chunk areas (way more chunks than placing them on terrain for example), make passageways fast, not necessarly to mine via explosives)
- seperating extreme game mode from others and disabling save game feature, autosave like in DF for example (major lack of challenge and all comes out of ability to save imo, seems well enough balanced, difficult otherwise, but being able to save and load makes stuff super easy, avoidable, actually works heavily against replayability and story mode, since you can try it so long till rng is in your favor instead of making a new colony because the last one couldnt fend off something unpredicted.
- more penalties for canibalism, not in the mood region but in diplomacy region (if visitors notice you are a canibal, no matter the relations with them, they would attack you, but only once they get inside your base, adjacent to kitchen for example, would also make further relations with faction impossible (such a huge penalty to counter the human leather value and easier gameplay due to canibalism)
- berserking, while i can understand someone reaching a point of broken daze, going berserk on their friends seems very unusual to me, on visitors yeah, but people you live with, that doesnt seem very reasonable, wonder where that came from (except DF) in real even those shooters in USA, the sociopaths, dont go kill their own family, unless their own family done really bad things to them. But here stuff can come out of ugly places, wrong food etc... seems unreasonable to go kill your friend cause of that, especially without traits like jelaous etc..., while someone who would really not like something, you couldnt force him to, like someone wouldnt want to be a canibal and would rather starve than go down that way and later go berserk on his friends because he is a good guy who gets a mood loss if he does wrong stuff not a bad guy who doesnt rly care much about anything like a psychopath trait which does exist. :)
Issue a warning when an animal is starving. Same as for colonists.
I have starved my pets to death so many times because I put them in a temp safe zone during a raid and then forgot to switch them back.
Quote from: asanbr on January 01, 2016, 07:19:45 PM
Issue a warning when an animal is starving. Same as for colonists.
I have starved my pets to death so many times because I put them in a temp safe zone during a raid and then forgot to switch them back.
+
This is not really that easy to make (I think anyway) but would be incredibly useful. Using a bug tracker. A good example is Mantis. People can post bug reports there, so that you don't have to go through all these threads on the forums. I have posted a fair few reports myself on the Prison Architect Mantis bug tracker, and a good amount of bugs have been fixed through it. It is probably wise to make it that you have to be a forum user for X amount of time before you are allowed to post bugs.
Quote from: Razul Antiwield on January 04, 2016, 07:34:49 AM
This is not really that easy to make (I think anyway) but would be incredibly useful. Using a bug tracker. A good example is Mantis. People can post bug reports there, so that you don't have to go through all these threads on the forums. I have posted a fair few reports myself on the Prison Architect Mantis bug tracker, and a good amount of bugs have been fixed through it. It is probably wise to make it that you have to be a forum user for X amount of time before you are allowed to post bugs.
Rimworld does use Mantis, but I think only the public and private testers are able to post there. Me, I don't even know where it's located :p
Make it possible to see the remaining time to spoil even for frozen food. It's impossible to prioritize when cooking between fresh and old frozen food and corpses.
Even better: enable an overlay which will display a spoil timer % for all stacks at the same time, then it would be faster than clicking each of them to check individually.
Same thing for clothes quality would be useful. A hotkey or a button that shows this as an overlay.
An idea for a melee combat buff:
Melee is still a little bit underpowered in my opinion, despite the recent buffs. So what about being able to disarm opponents? This could be done in three ways:
1. Having it so every successful hit has a chance to make the opponent drop their weapon, changing them to hand to hand combat. The % chance of a disarm could then be increased through the normal levelling of the melee skill (so no extra stat is needed, it simply uses the existing one as it increases naturally)
2. Somewhat like above, have it so at a high enough melee skill level the person then simply has a flat rate % chance of a disarm upon a successful hit, rather than an increasing % starting at near 0
3. Alternatively (although slightly more coding intensive, or if you don't want the increasing/static % chance), having something like a 'Master of melee' personality trait could be added. This will make those capable of disarming less common, but have a higher % chance of a disarm than the version above.
This small change or tweak, in my opinion, would make melee a little more justifiable. It would allow melee colonists to have a higher chance of surviving a fight, being able to kill the target more effectively (with luck), and maybe gaining a weapon in the process. And of course though this could be the same for enemies as well.
P.S - Some cool stories could also be made out of these scenes of disarms for items inscribed with art
Another possibility for improving melee would be adding some kind of armor bonuses to melee weapons, you can block swords with swords, right?
That allows for further differentiation between different melee weapons:
Example: Sword and spear are good at blocking, mace/club not so much, dagger/shiv not at all.
furthermore you can put in a rock/paper/scissors-like mechanic in melee weapons:
sword beats mace, mace beats dagger, dagger beats sword
Spear beats everything as long as the pawn is not being attacked by a melee enemy
Everything beats spear in one on one combat
I don't know if this was mention before, maybe several times, but here is my simple suggestion:
Windows on walls so that natural light could shine in.
...
I feel I'm not the first one and will not be the last one to say that.
Quote from: Elmer on January 07, 2016, 07:18:48 PM
An idea for a melee combat buff:
Melee is still a little bit underpowered in my opinion, despite the recent buffs. So what about being able to disarm opponents? This could be done in three ways:
I generally avoid sending melee fighters against melee fighters, since they often get badly hurt, but against shooters it is super good since it prevents them from firing and forces them to fist fight against your armed melee people.
Try giving quality gladius or long sword to your fighters too and you might find them more useful. I haven't read all the stats but my impression is these weapons hurt a lot more than most.
i don't understand wanting a disarm mechanic at all.
melee vs. melee, is a crapshoot...
melee vs. melee group, whoever has more bodies will win...possibility exists where a well armed single opponent could cause some damage, but will generally still lose.
melee vs. ranged. melee wins hands down, unless disabled on approach (use dem corners!)
melee group vs. ranged. This is the ideal use of melee...a "melee team" that waits around corners and ambushes single or small groups of ranged combatants en masse. You can generally even afford to charge a single ranged person and take a few shots from other ranged people shooting you, so long as its not a sniper, or not on an unshielded fighter.
I don't see how adding a disarm mechanic would change the outcomes here at all? melee vs. melee would still be a crapshoot, groups would still be stronger, and melee would still overwhelm ranged.
Please open up Pawn_FilthTracker and Filth:
Give access to List<Filth> Pawn_FilthTracker.carriedFilth through a get method, make Filth.CanFilthAttachNow, Filth.CanBeThickened,
Filth.ThickenFilth, Filth.ThinFilth and Filth.CanDropAt virtual.
Every Thing's "pos" is saved since default(IntVec3) is somehow not equal to (-1000,-1000,-1000), since that is IntVec3.Invalid. Replace
the following code:
Scribe_Values.LookValue<IntVec3>(ref this.positionInt, "pos", default(IntVec3), false);
to
Scribe_Values.LookValue<IntVec3>(ref this.positionInt, "pos", IntVec3.Invalid, false);
Anything that is worn, stored or otherwise has no position value has this value saved, introducing one line of text for every one of those that
exist in the game environment (I managed to replace 65 occurences of <pos>(-1000,-1000,-1000)</pos> from a new colony's initial save).
I'll leave this here. A pawn's ability to breathe is of zero influence to ANYTHING. As long as breathing efficiency is not exactly zero it actually does not at all impact anything, otherwise the pawn dies.
- Move speed is independent on the functioning of a pawn's respiratory system
- Someone's mood is not at all effected by their ability to breathe air
- The mind of a suffocating pawn is as resistant to psychic attacks as the mind of a breathing pawn
- In fact someone's ability to breathe air does not influence their ability to learn
- The amount of things one is able to carry does not lower for pawns with malfunctioning lungs
- Animals are not bothered by their tamer's coughing and wheezing at 0.0001% efficient breathing capabilities
- A shooter's accuracy does not get harmed with a decrease in air intake - This one does actually make sense to me since it would negate sway
- Doctors don't have to breathe to perform operations
- Researchers can hold their breathe during the course of their research without it effecting the efficiency
- Oxygen deficient blood does not influence the amount of potatoes a farmer can scavenge from a potato plant
- Etc., etc., etc.
The only Things (not Buildings) with a faction associated with them are the beginner's resources and weapons dropped on the ground on
game start. Worn apparel doesn't have it either. It looks like the method calls were designed to eventually have a faction added to the
Things but somebody quit working on the methods before adding factions.
Verse.PawnGenerator.GeneratePawn(PawnKindDef kindDef, Faction faction, bool newborn = false, int tries = 0)
pawn.SetFactionDirect(faction);
PawnWeaponGenerator.TryGenerateWeaponFor(pawn);
RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor(Pawn pawn)
ThingWithComps thingWithComps = (ThingWithComps)ThingMaker.MakeThing(thingStuffPair.thing, thingStuffPair.stuff);
PawnGenerator.PostProcessGeneratedGear(thingWithComps, pawn);
Verse.PawnGenerator.PostProcessGeneratedGear(Thing gear, Pawn pawn)
-
None of them set faction while:
RimWorld.Genstep_Colonists.Generate()
List<Thing> list3 = new List<Thing>
{
ThingMaker.MakeThing(ThingDefOf.Gun_SurvivalRifle, null),
ThingMaker.MakeThing(ThingDefOf.Gun_Pistol, null),
ThingMaker.MakeThing(ThingDefOf.MeleeWeapon_Knife, ThingDefOf.Plasteel),
Genstep_Colonists.RandomPet()
};
foreach (Thing current3 in list3)
{
current3.SetFactionDirect(Faction.OfColony);
list[num].Add(current3);
num++;
if (num >= list.Count)
{
num = 0;
}
}
So please set the faction of a weapon during its creation or maybe don't set the faction for starter weaponry?
More options in combat, even if simple ones. Death whistle to strike fear into enemies, lowering their mood and accuracy. Delayed effect on your own colonists.
Headbands, goggles and other headwear that doesn't obscure the wearer's hair.
The ability for colonists to carry more than one stack at a time.
The ability for a colonist, especially surgeons, to call idlers for assistance - hauling things to them, cleaning the work area, etc.
Quote from: Alistaire on January 11, 2016, 02:04:23 PM
I'll leave this here. A pawn's ability to breathe is of zero influence to ANYTHING. As long as breathing efficiency is not exactly zero it actually does not at all impact anything, otherwise the pawn dies.
- Move speed is independent on the functioning of a pawn's respiratory system
- Someone's mood is not at all effected by their ability to breathe air
- The mind of a suffocating pawn is as resistant to psychic attacks as the mind of a breathing pawn
- In fact someone's ability to breathe air does not influence their ability to learn
- The amount of things one is able to carry does not lower for pawns with malfunctioning lungs
- Animals are not bothered by their tamer's coughing and wheezing at 0.0001% efficient breathing capabilities
- A shooter's accuracy does not get harmed with a decrease in air intake - This one does actually make sense to me since it would negate sway
- Doctors don't have to breathe to perform operations
- Researchers can hold their breathe during the course of their research without it effecting the efficiency
- Oxygen deficient blood does not influence the amount of potatoes a farmer can scavenge from a potato plant
- Etc., etc., etc.
This is a cheapest ideas thread, so this sounds like you want pawn breathing not to effect anything? But isn't that already what is happening?
Quote from: Limdood on January 08, 2016, 06:07:42 PM
i don't understand wanting a disarm mechanic at all.
melee vs. melee, is a crapshoot...
melee vs. melee group, whoever has more bodies will win...possibility exists where a well armed single opponent could cause some damage, but will generally still lose.
melee vs. ranged. melee wins hands down, unless disabled on approach (use dem corners!)
melee group vs. ranged. This is the ideal use of melee...a "melee team" that waits around corners and ambushes single or small groups of ranged combatants en masse. You can generally even afford to charge a single ranged person and take a few shots from other ranged people shooting you, so long as its not a sniper, or not on an unshielded fighter.
I don't see how adding a disarm mechanic would change the outcomes here at all? melee vs. melee would still be a crapshoot, groups would still be stronger, and melee would still overwhelm ranged.
Fair point.
Quote from: Regret on January 13, 2016, 03:07:53 PM
Quote from: Alistaire on January 11, 2016, 02:04:23 PM
But isn't that already what is happening?
Breathing influences NOTHING at the moment. I'm suggesting it should do ANYTHING AT ALL.
Quote from: Alistaire on January 13, 2016, 03:32:16 PM
Quote from: Regret on January 13, 2016, 03:07:53 PM
Quote from: Alistaire on January 11, 2016, 02:04:23 PM
But isn't that already what is happening?
Breathing influences NOTHING at the moment. I'm suggesting it should do ANYTHING AT ALL.
Ah gotcha, I didn't catch that.
I have 3 cheep ideas all to do with prisoners
1) An event called prison break where if you have an prisoner a hostile colony will stage a break out
2) (if you wanted to make it simpler) the prisoners go aggressive and try to break out and run for it.
3) An offer where a hostile colony will offer money to get there prisoners back but only if you are at a certain standard to them
I feel this would really make the well-being of prisoners a bigger priority .
Also an idea that just came into my head war parties (or raids whatever there called) have animals of there own.
I hope these are good ideas and personally feel it would spice up the game when it comes to prisoners
I'm fairly sure this isn't being checked any more however I have another idea I don't know how cheep it is but I will give it a shot. on the first page it said Molotov's where a cheep idea how about tear gas (it would be a grenade that when explodes releases gas that causes pain and effects sight on which colonist would run away from)
also bear trap a trap that when stepped on would cause massive damage to leg/s
punching bag (a joy furniture that increases melee
or a going for a jog/treadmill . joy activity (joy activity that increases global speed)
-A mount skill for animals
-Watermill power (like the turbine but placed in water to create energy)
-A table for gun smiting
-Fence option (chain,wood, etc)
-Trip wire (activates a mine)
-Chicken Coop (restores chickens sleep faster)
-Hunting skill for animals
-People can have kids too (but when they are pregnant seriously deducts movement stats and the time that they can work)
-Fountains
-Advanced turrets
I read that cannibals are more likely to get sick due to the fact that human meat can contain bacteria/viruses that are harmful to humans, whereas animal meat is much, much less likely to have bacteria/viruses that are harmful to humans. As it stands there is no downside to having an all-cannibal colony eat human meat exclusively, but it should make them a bit more likely to get ill.
how about if when you, i don't know, leave a charge rifle in their cell. They will pick it up and try to escape. Possibly taking other prisoners with them?
Prisoner exchange.
use the comms console to negotiate for an exchange of captured raiders for the return of captured colonists, dependent on social skill and value of hostage. Or flat-out pay for their return.
point blank shots on a downed target should be automatic kill. at any skill level above 1. with any impairment except blindness... or inability to hold a weapon. Even my one-armed hunter (arm got shot off and I failed to notice...>.<) should have been able to shoot something in the head from one tile away.
some logical motivation for hivers expending the energy and resources to attack.
surge protectors and lightning arresters as an event-triggered research item. could have a quality or failure chance so that they don't always work, but reduce the risk of overloads or lightning strikes.
the ability to recover partial materials from flooring. I sunk a load of silver into sterile tiles for an infirmary, and then had to tear it all up to remodel my base. I probably lost 650 silver between the floor in the infirmary and the floor in the freezer.
shooting targets/practice dummies for training fighting skill as a joy item for colonists who have an interest but not enough skill to be of use.
hold fire when friendlies are in the way, or take a better position.
Quick ideas I had just today:
1. Ability to copy tasks from crafting benches (IE: Copying a specific task or all tasks and their settings from cook stove #1 to cook stove #2)
2. Ability to limit a crafting/cooking task to a specific person/people, rather than a specific skill level (Sure, you can do it with manual work priorities technically, or just adding more benches, but manual work priorities only have 4 levels of priority. This can make it impossible to achieve tasks in the order which you want them done without drafting and un-drafting)
Off of the mindset of crafting, here's some new ideas for hunting and power:
3. Hunting traps (could require nets from fabric, or be as simple as a deadfall trap)
4. "Colored" or somehow distinguished wires, to allow for overlapping yet separate power grids. Could help preventing your geotherms from loading up batteries, or allowing your defense system to be on a different power switch more easily.
I encountered a problem a while ago with animals starving if there wasn't any food right next to them. maybe increase the radius they search in by a few times. otherwise, if you don't have a food stockpile right next to the sleeping spots in an enclosed base, they'll constantly be starving.
If a colonist has a meal in their inventory, make them eat it before stealing requisitioning another one from stores.
an event where a colonist mysteriously recovers from a disease that would have killed him/her.
Quote from: blub01 on January 21, 2016, 03:07:00 PM
I encountered a problem a while ago with animals starving if there wasn't any food right next to them. maybe increase the radius they search in by a few times. otherwise, if you don't have a food stockpile right next to the sleeping spots in an enclosed base, they'll constantly be starving.
good one, could have some interesting side effects as well!
Make methods virtual in RimWorld.Plant to allow mods to introduce additional harvesting products etcetera:
public void PlantCollected();
public void MakeLeafless();
public void CropBlighted();
Quote from: mooyaa222 on January 17, 2016, 10:44:18 PM
I have 3 cheep ideas all to do with prisoners
1) An event called prison break where if you have an prisoner a hostile colony will stage a break out
2) (if you wanted to make it simpler) the prisoners go aggressive and try to break out and run for it.
3) An offer where a hostile colony will offer money to get there prisoners back but only if you are at a certain standard to them
I feel this would really make the well-being of prisoners a bigger priority .
Also an idea that just came into my head war parties (or raids whatever there called) have animals of there own.
I hope these are good ideas and personally feel it would spice up the game when it comes to prisoners
Love this idea, it gives me another idea. Not having to research things that recruits/prisoners from technologically advanced backgrounds might already know, or interrogations for research unlocks and/or Tribal recruits/prisoners being lower maintenance. ie. lower requirements for higher moods. (They live, eat, sleep and work in the dirt with very little to entertain them then join a colony and all of a sudden they need clean, well appointed rooms and cooked food?)
When harvesting crops there is nothing but food/cloth/medecine. Instead they should also give "crop waste." This could be used instead of wood for cpfires but otherwise serve no purpose.
Quote from: Mossy piglet on January 24, 2016, 06:33:40 PM
When harvesting crops there is nothing but food/cloth/medecine. Instead they should also give "crop waste." This could be used instead of wood for cpfires but otherwise serve no purpose.
don't really see the point. what does it add to the game? I mean, what about that would make the game better?
Blub 01, it is supposed to make it harder by taking up space and time. Also, maybe some animals (eg pigs) could eat it.
Quote from: Mossy piglet on January 26, 2016, 08:28:06 PM
Blub 01, it is supposed to make it harder by taking up space and time. Also, maybe some animals (eg pigs) could eat it.
I don't really think that's enough. one idea would be that it would be possible to turn it into some kind of fertilizer by composting it, maybe turning making it possible to "build" rich soil with it that decays after some time, for the purpose of simple code.
Could you change those "sad" male warg howls or just remove them completly, cannot listen to that interupting the beautiful music, id have a legion of wargs otherwise, but it gets so annoying to listen to that they always end up on the butchers table instead (seriously) :)
Traits: agoraphobia and claustrophobia giving a mood buff/de-buff for cramped/open spaces depending on if a pawn has one of these phobias.
human skin face mask
'nuff said
Quote from: jzero on February 01, 2016, 03:19:08 PM
human skin face mask
'nuff said
Are you a god? best suggestion yet!
love the face mask idea.
how about personal computers so pawns can play video games as entertainment.
Quote from: Mechanoid Hivemind on February 03, 2016, 03:40:27 AM
Quote from: jzero on February 01, 2016, 03:19:08 PM
human skin face mask
'nuff said
Are you a god? best suggestion yet!
just imagine how that would help with prisoner recruitment. "hey wanna join? the last guy that said no..well..let's just say me and him *Faced* the issue" *winks*
plus. heads on poles Lord Of the Flies style to intimidate raids away from you
1.Maybe make compost out of plants and then build soil like floors?It's really annoying when you like in the arid shrubland or desert and there's sand everywhere .Or maybe make this a way to make farms inside mountains.
2.Robot surgeons and/or robot maids?
3.Add pillars so it is easier to create roofs inside mountains.
4.More removable body parts(arms,legs,skin et cetera)
5.Make rotten human bodies NOT look like african americans
focus fire commands. how it works:
click on target. aside from option to shoot or do melee attack, there shoot be secondary option to choose which body part to focus.
ie : prioritize hitting the legs, or prioritize hitting the arms, etc..
this will increase the possibility of hitting those targets rather than other body parts.
One thing that I have always wondered about rim world is why almost all of the plants are from earth, you should think of adding a bunch of new alien plant life both that naturally grow and crops you can grow. I think it'd be really cool to see some more alien plants. And with this you can even have some dangerous plants! Especially in the rainforest biome, either poisonous or hallucinogenic that can cause a colonist to become dazed or ill. Or plants that act like traps and can cause colonists physical damage. But I think these should either be rare plants or when a colonist come within range it is only a chance of the plant 'activating' and the chance would be based on the story teller. Thanks for reading :)
Quote from: keylocke on February 06, 2016, 09:34:04 AM
focus fire commands. how it works:
click on target. aside from option to shoot or do melee attack, there shoot be secondary option to choose which body part to focus.
ie : prioritize hitting the legs, or prioritize hitting the arms, etc..
this will increase the possibility of hitting those targets rather than other body parts.
and, for some parts, decrease total hit chance (aka if you target the head it's harder to hit at all)
What about adding a minor function to the electrical switches whereby they can either trigger on timed loops (e.g. every 12 hours), or toggle at certain times of day? I don't mean the switches do it themselves (that defeats the point of pawns doing it as a job, flicking switches) but what if it auto designated the switch to be toggled? It could allow for some neat saving of power at night buy shutting down unused parts of the base when people sleep. It wouldn't even require a new type of twitch, it could simply be added as a popup menu when placing it/clicking on it when built e.g. "Mode = manual" i.e. normal switch, and "Mode = Automatic" which then lets you input either the loop length or the time of day to toggle.
Any tweaks/alterations are welcome!
Same idea, same time mate. I mean a small box with switches produced earlier on a workbench. The size of the box would depend on the skill of the creator, but its contents would depend on the skill of the operator and other components. I came up with the idea of creating two new bases mining at two different ends of the map, I wanted to create a system of early defense with the ability to turn them off on time outside attacks. the idea almost took the head when I wanted to bring the secondary bases power to the main base in the second circuit to connect two switches defensive towers, and this made it necessary to produce four electrical paths with at least one break between each track not to have joined, and it resulted in the destruction of the terrain or obstacle in the form of water and mud on the banks of the fenced around the rocks. In summary: Production of boxes with switches
production of components on a workbench
production of electrical bridges (the intersection of electrical wiring)
ideas unrelated described the situation:
Central heating and ventilation
Solid fuels, liquid fuels for heating furnace and electric generators
capsule may have to leave behind something other than pieces of metal, for example, components for construction of boxes with switches (relays, timers, remote control components, liquid crystal displays)
water distribution system, watering fields,
sewage system and fertilize the fields.
wall structures allows to carry out several installations also electrical
more materials such as plastic or glass.
nomadic tribes, they move in just as the growing season starts, grow some crops and hunt animals after setting up like a siege, then move on come winter. cautious but not hostile.
A button to reset manual priorities to the starting values would be nice.
After a few rounds they are completely messed up and it takes a lot of clicks to get them back to default.
Make it possible to choose what type of food to train animals with. I save human meat to train dogs sometimes, and then my handler feeds them rice on a winter map where vegetables are hard to get by. :'(
Same thing for prisoners. They don't need fine meals.
For electric smelter, make it possible to choose what materials the item is made of.
I like to smelt silver things since they can give more money my smelting than selling, and I like to smelt uranium weapons from pirates since uranium is usually hard to find. Also, plasteel items. But not most other things.
Also, make it possible to specify subtypes of furniture in storage zones. I want to make a battery storage without micromanaging and without getting beds and stools mixed in.
Make it possible to force-attack prisoners when not carrying a weapon. As it is now, with a weapon we can do it but without, we can't (key press B does nothing).
Hello.
I have idea to get fences in rimworld to save a plants (coton, potatoes...) from wild animals And explosives (tnt) what you can place to objects to destroy them. And sam trees like apple tree cherry tree.
- Fire extinguisher (freezing gloves, i dunno, just as long as it doesn't take the weapon spot), acts like punching a fire, but only takes 1 hit to extinguish a huge fire.
- A bottle of drinking medicine, used for flu's and dieseases (it uses this item instead of medkits).
- Prisoner meals, it takes this meal to the prisoners instead of lavish meals.
- embrasures, acts like sandbags, but u can't go through it, u will have to destroy it.
- Traders stockpile, all of the traded goods land in this stockpile.
- Shield turret, acts like a personal shield only is on the ground and protects everything aroud it.
- Make sentry guns reaserchable, but u start off with a gattling gun that can be manable.
- Barrels, stores a huge amounts of beer ;)
- Reinforced power cables, has more hp than the vanilla cables so that basic explosions dont destroy them.
- Sharpeye bionic, gives x+ amounts in the shooting skill.
- Sharpye trait, acts like the brawler trait, but adds x+ shooting skill.
Quote from: Justas love on February 20, 2016, 09:43:27 AM
- Sharpye trait, acts like the brawler trait, but adds x+ shooting skill.
maybe also adds the thing about hit chances and being unhappy if carrying a melee weapon?
Quote from: blub01 on February 20, 2016, 04:43:26 PM
Quote from: Justas love on February 20, 2016, 09:43:27 AM
- Sharpye trait, acts like the brawler trait, but adds x+ shooting skill.
maybe also adds the thing about hit chances and being unhappy if carrying a melee weapon?
Yepp
Man eating brown rabbits. :D
Quote from: Dspendragon on February 20, 2016, 09:34:53 PM
Man eating brown rabbits. :D
do i hear night of the lepus?
http://www.rottentomatoes.com/m/night_of_the_lepus
More Important Things.
When you start a new colony and you are just building basic shelters you get New colony optimism to offset the other issues. But its always felt a bit odd, not everyone is optimistic. It would make more sense to have MIT as a buff that balances with whatever debuffs you get. Who cares if you are sharing a bedroom when its the first night on a new planet after a crash?
Also later in the game, say your character has the plague, does it matter if they have cabin fever? Or if they have low joy. They should be entirely focused on the fact they are sick and not how big their bedroom is.
When you are under attack and pawns just wander off to eat. Shouldnt they focus on the fact that raiders are about to stomp over their front lawn?
It just seems that priorities should shift based on threats being faced. That people shouldnt care if they have the munchies when half the colony has died fighting off mechanoids.
Quote from: JimmyAgnt007 on February 23, 2016, 09:59:03 AM
More Important Things.
When you start a new colony and you are just building basic shelters you get New colony optimism to offset the other issues. But its always felt a bit odd, not everyone is optimistic. It would make more sense to have MIT as a buff that balances with whatever debuffs you get. Who cares if you are sharing a bedroom when its the first night on a new planet after a crash?
Also later in the game, say your character has the plague, does it matter if they have cabin fever? Or if they have low joy. They should be entirely focused on the fact they are sick and not how big their bedroom is.
When you are under attack and pawns just wander off to eat. Shouldnt they focus on the fact that raiders are about to stomp over their front lawn?
It just seems that priorities should shift based on threats being faced. That people shouldnt care if they have the munchies when half the colony has died fighting off mechanoids.
that's rather complex to implement tho, I think.
Maybe, Id handle it like an alert system. Red alert means enemies are on the map and you should ignore everything but the critical. Yellow alert means something bad is happening and you should prioritize the important stuff. Green means all clear and you can complain about anything. yellow alerts can be colony wide or just for individuals.
if (yellow)alert exists then ignore debufflist(yellow)
if (red)alert exists then ignore debufflist(yellow,red)
so debufflist(yellow) would contain debuffs related to what room you have, what you are wearing, first stage of hunger, stuff like that.
debufflist(red) would contain almost everything else except anything that might cause imminent death.
someone fighting for their life isnt going to snap because their room isnt big enough.
Hello, Great game by the way..! Thanks..! One off the best i know.!
I wish do have Levels in Hight, like basements or a Tunnel, or Towers build off the ground or walkways on walls, and Ledders, Stairways, maybe trapdoors. The building system is great and should be used as befor only into the ground and up in the Air.
Im sorry for my english..!
Then when you finished the game and start an new one you should be able to take all colonist into the new colony.
And ammo must be crafted for each shoot even for the turrets, accept for laser turrets.
Craft more items like good weapons, pistols, Rifels, lasers, Maybe laser Turrets, drinking bottles(reusedable), dinning stuff, like a fork, and knifes, and many more.
some funny stuff like a treatmill for humans or animals to make eletrecity.
maybe if you finished the sector you can vitist the next with choosen colonist and leave in the direktion you settle next, and maybe later trade with each other.
somekind off water system: if its raining you should haul (snow)water in tanks maybe underground in rooms and pump into toliets, drinking maschines, and the dirt water can be used as fertilizer, or re used and cleaned or sell. maybe some kind of firefighter system with pipes in walls and maybe some kind off tsunami, or the oposit dry...
Comoflage if raiders come they can pass you unnotice, if you comoflage your entrance maybe they dont find you but they come back to search.
some kind off attacking system where you visist other colonys go out with a tank like vehicle with x amount off space to take loot or prisoners back home.
this was for now. Thank you for many good gaming experience with Rimworld.!
Hey there.
While playing there come some ideas in my mind, some are maybe to much work to program.
first i have to say, english is not my primary language so it could sound rubbish.
- more plants, i like the amount of plants, but i would like some more vegetables or beans, tomatos and beans would be great or some food with more nutrient
- guitar, [need:Silk+wood+maybe steel], can be placed and used like a 'Horseshoes Pin' it increase the joy in a special range, maybe the game music stops and the guitar is playing
- fence, works like a wall, but with the big difference it has no affect on temperatures, it does not change them, also light can go through
- childs or baby's would be very nice, to get more colonists beside slaves or random events.
- windows, kinda works like the ventilator but they let a bit light in if connected to "outside".
- Shooting Target [need:wood] would be great to let them practice shooting and melee
- Medicine Dummy [need:rubber tree+medicine ] and rubber tree
- if you make the A.i. a bit smarter later(?), it would be great if we could create some walls with holes, so the colonists can shoot through, instead of creating a wall for each material, you could use the door system and holes can be placed? [need:steel]
- a fridge, im not sure whats with the temperature system, but it is weird, it would be great to also have a fridge as a furniture, it could work like a coffin, you could place up to 3 stacks of food or something in it?
- selling with visitor, it would be great if you could trade with the visitor who meet you from time to time
for that you could maybe place a tradingstand?
thats all for now...not much and not very new, i guess a lot of people got these ideas.
I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)
Seems I depressed everyone with my contribution to the Stories forum so I figure I'd provide something a bit more constructive. It's been broadly mentioned previously but I think I can flesh it out a bit more:
Wheelchairs.
Added via surgery, though with no risk of injury. Shows as a purple augmentation to the body so it doesn't affect/overwrite existing conditions on other parts (particularly legs). Requires steel and cloth(50:20?) or some other suitable materials to build.
Can be removed like other prosthetics, so if you put someone in there because they lost both legs but you've just got a deal on a pair of bionics, you can switch them over easily.
Sets movement to POOR providing the pawn has use of both arms, regardless of previous movement value, so if you put a fully-fit pawn in one they still move slowly but if they have a broken spine or no legs at least they can go somewhere. However, the wheelchair is restricted to movement on manufactured floors (carpet, laid tiles or smoothed rock) since it isn't mobile enough for bumpy, soft ground. This would be set up as a game-controlled restricted zone, not modifiable by (but possibly visible to) players.
Manipulation is capped at WEAKENED to represent limited range of movement.
With research, wheelchairs can be upgraded to Powered Wheelchairs. These require additional materials to install (extra steel, possibly plasteel or uranium) but reduce the movement penalty to WEAKENED and can be operated one-handed if necessary.
Perhaps additional research could be performed on rugged wheels or similar, allowing further range of movement (e.g. to any tiles with a movement speed modifier greater than 80%). You'd still need to be careful with your pawn, though, as if they get caught outside in a snowstorm they may find the ground gets too bad for them to return, forcing a rescue (perhaps initiated by a new "Stranded" state that kicks in when the pawn cannot calculate a route back to bed).
Pawns in wheelchairs would still be fairly limited in terms of output, being almost completely unable to hunt, mine, handle or take part in planned combat excursions. However they could still make viable cooks, cleaners, wardens, researchers... even farmers with suitable provisions for walkways in your gardens! They could even get a boost to hauling capacity, though it'd be fairly slow and short-range.
Ultimately it brings back a bit of extra usefulness to pawns who would otherwise be, at best, consuming food and getting angry while on the long-term bionic part waiting list. At worst they could be permanently immobile and nothing more than organ farms.
Let's bring in some equality for the differently-abled!
Quote from: Bruxy on February 26, 2016, 06:44:48 AM
Wheelchairs.
This sounds like a cheap idea in terms of coding effort, up until the part about movement restrictions...
Quote from: StorymasterQ on February 28, 2016, 07:43:56 PM
Quote from: Bruxy on February 26, 2016, 06:44:48 AM
Wheelchairs.
This sounds like a cheap idea in terms of coding effort, up until the part about movement restrictions...
I thought much the same and was going to include it only as an addendum, but then I considered the current approach to restricted areas and (admittedly, based on some broad assumptions) I figured there could actually be a fairly straightforward solution. The game is already capable of creating new areas based on certain actions, particularly construction. Would it be such a leap to generate a new one that appears on every newly-built floor tile?
Hi Tynan!
Alright, I've got some ideas to shoot by you.
-A fishing rod; for colonists to fish.
-barricade; a wall made of stones (not stone blocks) that works the same way as sandbags.
-rare caves that form on the sides of mountains
-Spacesuits; usually used in space walks, they can instead be used like gas masks during a toxic fallout or other event. Maybe some enemies wear them.
thanks for the hard work
After watching some other games, i get some ideas for Rimworld and i would love to see them.
First, these robots have to be researched like the spaceship, each one.
But not only robots, why not some farming devices?
- Whats about a wooden or metal plow, that increase the farming speed?
- Or a scythe that increase the farming speed of the colonist who use it?
Robots:
- Cleaner robot, looks kinda likethis (http://cdn.colourmyliving.com/wp-content/uploads/2014/10/RobotVacuumCleanerXR.jpg) you have to research that robot, to build it, you need steel, after you have build it, you kinda can handle the cleaner like a animal, you can not train it, but you can give him areas he is allowed to clean, also he needs energy, so you have to put a recharge-station in the area he is, otherwise he will be disabled.
Oh and the cleaner can not clean boulders/debris/pebble, just things like vomit, blood and on.
The rechargestation ofc recharge, but also cost power while charge the robot(s)
- Farmbot, this works like the cleaner, but instead of cleaning it...you guessed it, it will farm the plants and on and move it to the storage. to build the farmbot you need steel ofc but also knifes, the better the knife, the better the farming results.
After a time, the robots knifes get damaged, so you can repair him, like a sentry which is shoot.
- minerbot, mine ore and works the same as the others bots, it needs steel and power.
- repairbot, repairs stuff and works the same as the others bots, it needs steel and power.
Now you may think, this is overpowered and on, but the robots need a lot of steel and need energy (at least farmbot and minerbot)
Quote from: chino2468 on February 25, 2016, 09:26:14 AM
I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)
Levels would be awesome, at least 1 level up or down(basement? <3 )
I agree with the cleaning robot, but more than that is just plain laziness
Quote from: humblebundle on March 02, 2016, 03:30:54 AM
After watching some other games, i get some ideas for Rimworld and i would love to see them.
First, these robots have to be researched like the spaceship, each one.
But not only robots, why not some farming devices?
- Whats about a wooden or metal plow, that increase the farming speed?
- Or a scythe that increase the farming speed of the colonist who use it?
Robots:
- Cleaner robot, looks kinda likethis (http://cdn.colourmyliving.com/wp-content/uploads/2014/10/RobotVacuumCleanerXR.jpg) you have to research that robot, to build it, you need steel, after you have build it, you kinda can handle the cleaner like a animal, you can not train it, but you can give him areas he is allowed to clean, also he needs energy, so you have to put a recharge-station in the area he is, otherwise he will be disabled.
Oh and the cleaner can not clean boulders/debris/pebble, just things like vomit, blood and on.
The rechargestation ofc recharge, but also cost power while charge the robot(s)
- Farmbot, this works like the cleaner, but instead of cleaning it...you guessed it, it will farm the plants and on and move it to the storage. to build the farmbot you need steel ofc but also knifes, the better the knife, the better the farming results.
After a time, the robots knifes get damaged, so you can repair him, like a sentry which is shoot.
- minerbot, mine ore and works the same as the others bots, it needs steel and power.
- repairbot, repairs stuff and works the same as the others bots, it needs steel and power.
Now you may think, this is overpowered and on, but the robots need a lot of steel and need energy (at least farmbot and minerbot)
Quote from: chino2468 on February 25, 2016, 09:26:14 AM
I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)
Levels would be awesome, at least 1 level up or down(basement? <3 )
The plow/scythe should probably be more along the lines of the Pneumatic Picks we have for mining though they should reduce failure rate and increase harvested amount not reduce speed (farming is already pretty fast). The Roomba (Cleaner bot) isn't a bad idea. The Farming bot/Harvester while at least useful, isn't necessarily needed. The others I have no idea why we need them.
As for Z-levels I would be happy with a small guard tower with a bonus for shooters but adding actual Z-levels I think was shot down awhile ago, I will double check though.
I feel like cataracts are ridiculously common, incredibly debilitating and bloody expensive to rectify. I've lost count of the number of times I've had three or four pawns walking about almost totally blind, waiting months on end for an exotic trader to bring me one bionic eye (by which point two more cataracts have developed in the colony). Beyond pawns, most of my livestock tend to be blind as well. I'm fairly certain the condition isn't that common in the real world!
I propose a slightly shallower slope towards age-induced blindness, with levels of sight loss creeping in as pawns get older. Like infections, you could have minor, major and extreme levels of astygmatism (sp?) or whatever variation of eye problem you like, that gradually decreases sight rather than jumping straight to the bottom as you get with cataracts.
To "cure" the condition, glasses can be installed as an operation that consumes a level of resource (likely steel). Operation failures wouldn't harm the pawn but would assume you'd been given the wrong prescription and therefore no sight improvement is given (or indeed sight gets worse, particularly on a critical fail) until the operation is repeated, more steel is consumed and the doctor gets it right.
Glasses could be damaged in combat, reducing the pawn's sight back to base levels until they were fixed.
If you wanted to stretch it a bit, you could make it so a prescription only fixed sight for the level it was at when the operation was performed. If you get glasses to fix "Left eye: Astygmatism (minor)" but advanced to "Left eye: Astygmatism (major). Right eye: Astygmatism (minor).", you would no longer get the improvement from your existing glasses and would need to get a new pair made up.
Part of me thinks this should involve the machining bench or other production facility in some way, but maybe that's taking it a bit far - unless of course you could readily implement the following: The "operation" doesn't involve the patient jumping in bed and waiting for the doctor to stand beside them, resources in hand. Instead the pawn carries on as normal but the doctor disappears to the machining bench, crafts the appropriate glasses and takes them to the patient once they're done. I appreciate this is likely way outside the current implementation so won't qualify for "cheap", plus I don't see how much extra value it adds beyond the original suggestion, but I thought I'd throw it in there for consideration.
Cannibals should prefer to eat raw human meat over simple meals.
I just noticed that my cannibal colonist went for a simple meal when there is fresh human meat in the freezer.
i know if i was a cannibal i would prefer a cooked meal over raw meat, human or otherwise. Of course, i'm not a cannibal.
Camping Beds, so if colonists are on the other side of the map hauling or working stuff, they dont run half the day around the map. Just to install elsewhere on the map and usable for everyone (visitors, raiders etc). So it is easier to make outposts without change the bed for each colonist.
Could it be possible for colonists to maybe marry each other or have children?
Walking canes for the elderly colonists to improve walking speed.
Quote from: Kraehe on March 04, 2016, 03:37:41 AM
Camping Beds, so if colonists are on the other side of the map hauling or working stuff, they dont run half the day around the map. Just to install elsewhere on the map and usable for everyone (visitors, raiders etc). So it is easier to make outposts without change the bed for each colonist.
YES! sleeping bags as a carryable item would be amazing. Should still give a "slept outside" debuff, but not a "slept on the ground" debuff (or replace both with "slept in a sleeping bag debuff). Should also possibly increase range of comfortable sleep temp.
Having distant colonists from the base has plenty of its own problems...being able to carry a bed and meal with them to be able to keep "going insane" from being one of those problems would be great (still don't want to get an "attack immediately" raid while they're 300 squares from the base!
Training and taming should be two different jobs.
It happens that I want someone to train animals in the base but not run around the whole map wasting time taming animals.
There is also no simple quick way to cancel all animals marked for taming.
A notification when prisoners die of illness or any other reason.
A notification of heat stroke before people become unconscious.
Escaping prisoners should pick up weapons, at least if they are being attacked.
This would be more realistic, and it would be useful since prisoners could be used for decoy against other factions' raids.
That you can forbid your colonists some materials for clothes to wear. So that it is a bit easier to make clothes for sale and clothes to wear.
Import beacons that set a specific location for specific goods to be placed at when you shop.
Quote from: asanbr on March 04, 2016, 04:58:05 PM
Escaping prisoners should pick up weapons, at least if they are being attacked.
This would be more realistic, and it would be useful since prisoners could be used for decoy against other factions' raids.
It was mentioned this would be added in alpha 13.
Vegan / raw food eater. Gets mood buff from eating veggies and uncooked veggies, but debuff from anything that contains meat. Will make the correct choices accordingly without micromanagement.
And the opposite could be interesting too, a person who prefers meat (raw?) and gets a debuff from vegetables. I met such a person today, maybe that's why I got the idea.
Quote from: asanbr on March 12, 2016, 04:03:19 PM
Vegan / raw food eater. Gets mood buff from eating veggies and uncooked veggies, but debuff from anything that contains meat. Will make the correct choices accordingly without micromanagement.
And the opposite could be interesting too, a person who prefers meat (raw?) and gets a debuff from vegetables. I met such a person today, maybe that's why I got the idea.
A pretty good idea; could also feed into a possible "belief systems" future system.
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Traits:
Strong/Weak: Gets increased carrying capacity and a buff to melee damage. Opposite for Weak. Could tie it to body type, or not.
Agoraphobia: Fear of open spaces, basically flips around the space need.
Animal lover: Hates the sight of dead animals, but like having an animal assigned to them, and increased effect from nuzzle. The aftermath of a manhunter event may be very distressing.
Insomniac: Slower sleep need decay rate, but higher mental break threshold.
Quote from: Khall on March 13, 2016, 09:21:40 AM
Traits:
Strong/Weak: Gets increased carrying capacity and a buff to melee damage. Opposite for Weak. Could tie it to body type, or not.
Agoraphobia: Fear of open spaces, basically flips around the space need.
Animal lover: Hates the sight of dead animals, but like having an animal assigned to them, and increased effect from nuzzle. The aftermath of a manhunter event may be very distressing.
Insomniac: Slower sleep need decay rate, but higher mental break threshold.
This is a good idea but there is one thing wrong. Insomnia is the inability or difficulty to sleep. Also, you gave me an idea. Narcolepsy us a condition\Tait where sleep need decays rapidly. Can't think of one now but there would have to be some benefit to balance narcolepsy.
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
With the new relationship mechanic:
Sex addict: enhance the chance to betray your husband/wife or sleep with married people. Gives some strong mood debuff for the betrayed colonists.
frigid: doesn't want to sleep with his/her partner and also to sleep in the same bed with them. Gives an permanent mood debuff to the partner. Or tho the frigid colonist if they sleep in the same bed.
animal raised: thinks he/she is an animal and only sleeps in animal beds. Better at close combat, can't hold range weapons and only can do simple tasks.
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
Why not? That sounds
amazing Tynan.
Although, it
does make the colony sound like a Smurf town, only with Tynans.
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
Why not? That sounds amazing Tynan.
Although, it does make the colony sound like a Smurf town, only with Tynans.
I mean... why in the Tynan would you not want Tynan all over the Tynan!?
edible organs
Forbidden zones. Please allow us to create a zone that no pawn will ever walk into for any reason.
Quote from: ttc on March 14, 2016, 08:20:22 PM
Forbidden zones. Please allow us to create a zone that no pawn will ever walk into for any reason.
in the meantime, you can set that area as a zone, click invert (this makes the entire map, EXCEPT that zone, allowed), and then set pawns to go there. This means that pawns won't START jobs in the restricted area (hauling, hunting, etc.) but they still might walk thru it.
Its not perfect, but its a temporary workaround for you.
alternatively, if its a killbox you're trying to "restrict," you can game it so that the killbox is never the most efficient path...sandbags and rock chunks and traps in the walkway into the killbox, but autodoors that allow pawns to walk around...the pawns will always see the doors as the most efficient route, due to the slowdown and safety issues of the walkway.
Quote from: cameron908 on March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
Why not? That sounds amazing Tynan.
Although, it does make the colony sound like a Smurf town, only with Tynans.
I mean... why in the Tynan would you not want Tynan all over the Tynan!?
The point is would you rather have tynan\piotr coding this or coding something that could actually add good things to the game. It is just a waste of time on the developers part.
Quote from: Mossy piglet on March 15, 2016, 03:38:12 PM
Quote from: cameron908 on March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
Why not? That sounds amazing Tynan.
Although, it does make the colony sound like a Smurf town, only with Tynans.
I mean... why in the Tynan would you not want Tynan all over the Tynan!?
The point is would you rather have tynan\piotr coding this or coding something that could actually add good things to the game. It is just a waste of time on the developers part.
What in the Tynan is not good about that? I am Tynan and I find that offensive (nothing is a waste of time if it makes the game more fun)
personal armor made from bones (human or otherwise)
Quote from: jzero on March 15, 2016, 08:04:42 PM
personal armor made from bones (human or otherwise)
You mean like Cubone?
Fallout 2 style targeting OPTION, with attempts to hit certain body parts, perhaps with less chance, but obviously, much more likely (though not guaranteed) to hit what you want (an aimed head-shot could miss and hit the torso or arm).
Even if it was just a slider for focusing hits on non fatal, center mass, and very fatal blows (limbs, junk, ect for non fatal, center mass being the current system roughly, and fatal aiming primarily for head / heart) That would work, but giving the OPTION at least to aim would be sweet.
Would make those 20 rank melee / shooters all the better if we could use them to either reliably disable enemies (aim for limbs, genitals, or even perhaps have critical strikes with better effect without completely removing the limb, like an unarmed attack to the leg out right toppling someone, but keeping the leg intact) or conversely, make extremely impressive usage of otherwise outranked weapons (an assassin using a pistol to eye shot raiders, killing them instantly when it goes into the brain)
Quote from: mumblemumble on March 16, 2016, 01:52:58 PM
Fallout 2 style targeting OPTION, with attempts to hit certain body parts, perhaps with less chance, but obviously, much more likely (though not guaranteed) to hit what you want (an aimed head-shot could miss and hit the torso or arm).
Even if it was just a slider for focusing hits on non fatal, center mass, and very fatal blows (limbs, junk, ect for non fatal, center mass being the current system roughly, and fatal aiming primarily for head / heart) That would work, but giving the OPTION at least to aim would be sweet.
Would make those 20 rank melee / shooters all the better if we could use them to either reliably disable enemies (aim for limbs, genitals, or even perhaps have critical strikes with better effect without completely removing the limb, like an unarmed attack to the leg out right toppling someone, but keeping the leg intact) or conversely, make extremely impressive usage of otherwise outranked weapons (an assassin using a pistol to eye shot raiders, killing them instantly when it goes into the brain)
(with my limited knowledge of programming and/or game development) I would like to say this probably belongs in suggestions rather than cheapest ideas considering this would probably require a significant change in how the combat system works
Quote from: cameron908 on March 15, 2016, 04:27:49 PM
Quote from: Mossy piglet on March 15, 2016, 03:38:12 PM
Quote from: cameron908 on March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
Why not? That sounds amazing Tynan.
Although, it does make the colony sound like a Smurf town, only with Tynans.
I mean... why in the Tynan would you not want Tynan all over the Tynan!?
The point is would you rather have tynan\piotr coding this or coding something that could actually add good things to the game. It is just a waste of time on the developers part.
What in the Tynan is not good about that? I am Tynan and I find that offensive (nothing is a waste of time if it makes the game more fun)
You are not Tynan if you were I might take your post seriously.
Quote from: cameron908 on March 16, 2016, 02:31:03 PM
Quote from: mumblemumble on March 16, 2016, 01:52:58 PM
Fallout 2 style targeting OPTION, with attempts to hit certain body parts, perhaps with less chance, but obviously, much more likely (though not guaranteed) to hit what you want (an aimed head-shot could miss and hit the torso or arm).
Even if it was just a slider for focusing hits on non fatal, center mass, and very fatal blows (limbs, junk, ect for non fatal, center mass being the current system roughly, and fatal aiming primarily for head / heart) That would work, but giving the OPTION at least to aim would be sweet.
Would make those 20 rank melee / shooters all the better if we could use them to either reliably disable enemies (aim for limbs, genitals, or even perhaps have critical strikes with better effect without completely removing the limb, like an unarmed attack to the leg out right toppling someone, but keeping the leg intact) or conversely, make extremely impressive usage of otherwise outranked weapons (an assassin using a pistol to eye shot raiders, killing them instantly when it goes into the brain)
(with my limited knowledge of programming and/or game development) I would like to say this probably belongs in suggestions rather than cheapest ideas considering this would probably require a significant change in how the combat system works
perhaps, but not THAT much... Just tweak numbers so the highest hit chance is the intended target (or targets), scaled based on distance / skill / weapon, and add a UI for it. Sure its not THE cheapest perhaps, but I still think its relatively easy, compared to say heating / cooling mechanics or animals, as the targeting is already there for the most part, its just putting a few things there to choose, scaling hit chance by multipliers based on target size, distance, skill, weapon (which area already there mind you) and adjusting the hit chance to be higher for said targets with more skill, and misses / unintended area hits being raised for lower skill.
Not an instantly done thing, no, but I think its actually rather doable, just need a multiplier code for the chances of hitting based on what you aim at, and a UI, and thats pretty much it, I think. Granted I might be glossing over a few details, but it seems relatively simple.
Only other thing I can think of is melee skill enhancing melee DEFENSE, but that is another can of worms.
That said, I guess I will make a formal suggestion post
Quote from: Mossy piglet on March 16, 2016, 03:19:52 PM
Quote from: cameron908 on March 15, 2016, 04:27:49 PM
Quote from: Mossy piglet on March 15, 2016, 03:38:12 PM
Quote from: cameron908 on March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"
"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
Why?
Why not? That sounds amazing Tynan.
Although, it does make the colony sound like a Smurf town, only with Tynans.
I mean... why in the Tynan would you not want Tynan all over the Tynan!?
The point is would you rather have tynan\piotr coding this or coding something that could actually add good things to the game. It is just a waste of time on the developers part.
What in the Tynan is not good about that? I am Tynan and I find that offensive (nothing is a waste of time if it makes the game more fun)
You are not Tynan if you were I might take your post seriously.
In all reality this would very likely require very little effort to implement code wise (change events to state Tynan instead of someones title) and potentially semi tedious process of changing whatever he wants in the game to Tynan and setting it as an option (but who knows im "not Tynan")
Cameroon, I don't know anything about coding. If it takes that short, then it is up to the development to decide whether to implement. I do know you are not Tynan though, and I still do not like the idea.
Cleaning zones and firefighting zones.
I often find that I want my colonists to fight fires in places I don't want them to clean, like the outdoors. For this reason, over and over I find myself periodically deleting and re-adding the home zone to given areas. This often becomes frustrating, as I don't have many reasons to view the home zone regularly, so I repeatedly forget what is being done where and get frustrated or confused by what tasks are and are not being accomplished.
It would also be nice if the auto home zone option didn't add the home zone around dumping stockpiles. In the case of corpse stockpiles especially, I don't want those cleaned or fires in and around them to be fought.
It should be possible to smelt armor.
Why can I smelt a silver mace but not a silver military helmet?
The work tab should show everyone's skill level and learning rate so that it's possible to make good decisions without tabbing through all colonists over and over.
Feeding prisoners has nothing to do with medical skill. It should be a warden's job, not a doctor's.
make it possible to override the combat speed = 1 , at least in debug mode.
there are too many occasions of ridiculous things slowing the game down, such as mad squirrels, enemies running suicide into turrets, and such, where we don't need a slow down.
It should be possible to treat animals similarly to colonists. It seems a bit random now and it's very hard or impossible to fully treat damaged animals, so they often end up dying from infections and there's nothing we can do.
One of my people was assigned as a hunter
after a mech fight, he was carrying frag grenades
you can figure out the rest
I don't think people should hunt with grenades.
Crematoriums create ash.
Ash can be used by growers as fertilizer.
Grow Zones/Hydroponics Basin/Flower Pots can be set to accept/deny use of ash/fertilizer.
(Should probably be deny by default)
Should only be able to apply ash/fertilizer once per ?day?
Results in a boost to growth rate.
Lasts at most 1 ?day?
I think to simplify use(or avoid something that needs to change terrain?), method of application is just to have a new job that tells growers to get some ash and dump it on a plant?
gravel floors? another use for the stonecutting bench, grind up some stone, make gravel, place like regular flooring, and it gives the worst possible growable terrain. it would help make maps like ice sheet survivable during solar flares, it wouldnt be cheap to make material wise or labor wise, and gives no great help to farming other than making it possible in an area.
Quote from: Mossy piglet on March 07, 2016, 06:55:55 PM
Quote from: asanbr on March 04, 2016, 04:58:05 PM
Escaping prisoners should pick up weapons, at least if they are being attacked.
This would be more realistic, and it would be useful since prisoners could be used for decoy against other factions' raids.
It was mentioned this would be added in alpha 13.
Cool, looking forward to it! I missed that part of A13 description.
Also, it adds a whole bunch of architectural and planning options about placing prisons so that people can be let out if needed.
The ability to treat your own illnesses. It would allow playing a solo game, which is currently impossible as you would eventually die of malaria, flu or a little toe infection.
you know how you can buy hoovers/vacuum cleaners that clean up by themselves (romba i think is the name of one of them)you could program them to be like a pet except without most of the human interactions. it would be there purely to take care of cleaning jobs to free up your colonists while still cleaning rooms. maybe it could sleep/charge beside a battery or more efficiently in a specially researched wall socket? it should probably also be confined to indoors. Also i find that any artists i have cant do art until relatively late game (they have other duties) it would be cool if they could carve on the walls to make the walls give a positive boost. maybe just make the walls have a few lumps and add into the joy activities for colonists to walk up to them ad admire them. another idea would be if you had been raided by pirates or tribesmen or towns if afterwards you had taken one of their people prisoner they come to break him/her out. If they are in a mountain they mine through it or if hes in a house they smash through one of the walls. it would be even better if you didnt get a notification about it until they were almost there.
Right-Click then Shift or Alt or CTRL-Click to give the command even if it is reserved by someone else.
The other colonist's reservation is removed.
Quote from: erdrik on March 23, 2016, 04:20:36 AM
Right-Click then Shift or Alt or CTRL-Click to give the command even if it is reserved by someone else.
The other colonist's reservation is removed.
Oh yes, we are in charge, we want the control
("we are the capitan now" cit.)
Quote from: wetbread on March 22, 2016, 07:06:04 PM
you know how you can buy hoovers/vacuum cleaners that clean up by themselves (romba i think is the name of one of them)you could program them to be like a pet except without most of the human interactions. it would be there purely to take care of cleaning jobs to free up your colonists while still cleaning rooms. maybe it could sleep/charge beside a battery or more efficiently in a specially researched wall socket? it should probably also be confined to indoors. Also i find that any artists i have cant do art until relatively late game (they have other duties) it would be cool if they could carve on the walls to make the walls give a positive boost. maybe just make the walls have a few lumps and add into the joy activities for colonists to walk up to them ad admire them. another idea would be if you had been raided by pirates or tribesmen or towns if afterwards you had taken one of their people prisoner they come to break him/her out. If they are in a mountain they mine through it or if hes in a house they smash through one of the walls. it would be even better if you didnt get a notification about it until they were almost there.
"roomba" can already be found in frequent suggestions topic, plus would probably be a much more intensive thing to add to the game so also probably not a "cheap" idea
So with the next update introducing ground-based caravans,
I suggest that trading human meat and leather with them would decrease the chances of them visiting you next time.
nerf human leather
Hi,
Here`s two "simple" ideas (I think);
1. The red flashing danger light should/could come from the direction of the danger. That way it would be more intuitive to locate said danger since (at least I) instinctively we tend to be drawn to the direction of that visual cue. Or it could come from all 4 edges of the screen?
2. An "info tab" with information about growing season for the current area, How many days left of the season and stuff like that.
Hi,
First time on the forum here. I love the game and think you are doing a great job with it.
After looking through the frequents, I'm left with only one suggestion;
Skill training furniture;
Furniture for training the different skills, especially something for melee. (like the cook stove increases the Cooking skill). For the other skills, books would seem more logical, since most increase as you work (crafting, growing and such.).
Melee however is different, as its risky to "train". Maybe a training dummy or a workout bench would help.
Sidenote; Maybe you should be able to fold and stack clothing.
Thnxbye
This might not be a cheap idea, but it's related to the workout table idea. Instead of some people being unable to haul, they would just be able to haul less, and they could increase their maximum amount by working out. Also, manual labor like mining and logging would be helped by exercise. Also, if someone hauls stuff a lot, they would gradually be able to haul more as that would help them become stronger.
Quote from: cameron908 on March 23, 2016, 06:29:19 PM
Quote from: wetbread on March 22, 2016, 07:06:04 PM
you know how you can buy hoovers/vacuum cleaners that clean up by themselves (romba i think is the name of one of them)you could program them to be like a pet except without most of the human interactions. it would be there purely to take care of cleaning jobs to free up your colonists while still cleaning rooms. maybe it could sleep/charge beside a battery or more efficiently in a specially researched wall socket? it should probably also be confined to indoors. Also i find that any artists i have cant do art until relatively late game (they have other duties) it would be cool if they could carve on the walls to make the walls give a positive boost. maybe just make the walls have a few lumps and add into the joy activities for colonists to walk up to them ad admire them. another idea would be if you had been raided by pirates or tribesmen or towns if afterwards you had taken one of their people prisoner they come to break him/her out. If they are in a mountain they mine through it or if hes in a house they smash through one of the walls. it would be even better if you didnt get a notification about it until they were almost there.
"roomba" can already be found in frequent suggestions topic, plus would probably be a much more intensive thing to add to the game so also probably not a "cheap" idea
It already exists in the Mobile Artificial Intelligence mod...so someone has already done the necessary coding, at least in its most basic form. That particular mod adds basic hauling bots and cleaning bots, which are simple place-n-activate bots, which can be attacked by raiders and explode (irretrievably) on death...autobandaging and healing, but dont regen lost "limbs." The mod also adds robo pawns which are much more expensive and involved to get, but are nifty...
point being, the roomba cleaning bot is already coded by a modder. Adding it would be a case of checking the code changes, optimizing it, checking again, and balancing...seems pretty cheap.
Im sure this is already mentioned, but i give it a try
--------------------
People know vaccinate can help against a lot of diseases, why not put it into the game and it work like the BTL chip, but instead of making people happy with +25 points and less awareness, the vaccinate will make the colonist immune for a specific time, maybe 1-5 years.
To make it more complicated, you could let them research by subjects, that means if someone get sick you can send your doc to cure and research that desease (another option besides "feed" and on).
Also that could create a new disease 'rabies' and anti-rabies inoculation.
So animals no longer get angry with no reason, they just have rabies, if you kill that animal your colonists can reasearch and find a anti-rabies inoculation to create.
So the new research table "labs", with that you need eggs and the dead infected animal or a trial of the infected colonist.
--------------------
An ability for colonist to path up his own wounds. One-man colony all the way ;)
Quote from: humblebundle on March 27, 2016, 07:11:33 AM
Im sure this is already mentioned, but i give it a try
--------------------
People know vaccinate can help against a lot of diseases, why not put it into the game and it work like the BTL chip, but instead of making people happy with +25 points and less awareness, the vaccinate will make the colonist immune for a specific time, maybe 1-5 years.
To make it more complicated, you could let them research by subjects, that means if someone get sick you can send your doc to cure and research that desease (another option besides "feed" and on).
Also that could create a new disease 'rabies' and anti-rabies inoculation.
So animals no longer get angry with no reason, they just have rabies, if you kill that animal your colonists can reasearch and find a anti-rabies inoculation to create.
So the new research table "labs", with that you need eggs and the dead infected animal or a trial of the infected colonist.
--------------------
This actually would make mad animals a little bit more dangerous since a bite from a rabid animal could, feasibly, kill a non inoculated person and would also spread the virus. Though perhaps simply add it to the pool instead of replacing insanity. I've had animals go mad when I have nothing set up before, and that was bad enough.
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Better double check it, you never know with those public statics.
I posted few days ago in independent post, but i think the idea can fit here:
https://ludeon.com/forums/index.php?topic=17928.0 (https://ludeon.com/forums/index.php?topic=17928.0)
I propose a shoot interrupt aim: if someone is aiming and is shot up he must be start aim again.
-This little change make combats more tactical, change importance of diferents weapons and make melee combat a really alternative.
-Long range weapons like snipers take a long time to aim, they must be far from combat if don't want interrupt every time.
-Melee colonist can move safely with help of other colonists, with friendly covering fire.
Maybe tynan must change some weapons stats or update ai for this, but I think it's a little change for a big improve on the game.
PD: sorry for my English
buff human leather
Crafting station "ownership". Should be pretty easy (just connecting permissions which already exist directly to the building) and would allow human butchering tables for ONLY the psychopaths / cannibals, cooking stations set to people per area they live / work, ect
Have this page open in the background while I play so will keep updating this with any new ideas.
Enable animal corpse cremating - so any dead animal corpse can be disposed of
Rubber Bullets for the sentry guns - if you want to focus on capturing instead of just killing
Categories health overview with positive & negative effects - see what is beneficial and what is not more easily.
Torso enhancements - bad back, frail ? in the year 5055 you wold like to think they have an aid for this, after all you can replace peoples eyes.
sub category priority system - what if you want to haul weapons and apparel before furniture
Riot gear! - raids are like riots right ?
Animal traders - tame and breed animals for a profit
Timed lighting - why would you need the lights on in the day ?
Auto mining of veins discovered in a particular area
Research to increase efficiency (power mainly) and use less materials
create a way of having different games run different mods without having to constantly load and unload when you switch save games
Ability to 'upgrade' walls - construct a marble wall over a wood wall to replace it but without having to demolish and rebuild.
Meat types in stockpile options should be sorted alphabetically
And everything else.
[attachment deleted by admin - too old]
Add option to dress up prisoners with clothes we want. It's not a must-have, but it would make things easier for people playing in cold climate :)
Quote from: kesulin on March 31, 2016, 06:05:16 AM
I posted few days ago in independent post, but i think the idea can fit here:
https://ludeon.com/forums/index.php?topic=17928.0 (https://ludeon.com/forums/index.php?topic=17928.0)
I propose a shoot interrupt aim: if someone is aiming and is shot up he must be start aim again.
-This little change make combats more tactical, change importance of diferents weapons and make melee combat a really alternative.
-Long range weapons like snipers take a long time to aim, they must be far from combat if don't want interrupt every time.
-Melee colonist can move safely with help of other colonists, with friendly covering fire.
Maybe tynan must change some weapons stats or update ai for this, but I think it's a little change for a big improve on the game.
PD: sorry for my English
Thats already a thing in rimworld.
With the new prison break features coming in alpha 13, we need more options for stunning people than killing.
- Stun Sentry - does the same as a normal sentry, but with less damage and higher ability to knock someone out. does nothing to Armor also so less effective for raids.
- Tribal armor - wooden armor or cloth armor for tribal raids. would be useful if stun sentry is added
- Stun guns/stun Batons - Does extra damage to shields and people without armor
- Prison clothes - regulate what the prisoners wear. as in, strip their armor off
Quote from: asanbr on April 02, 2016, 01:20:14 PM
Meat types in stockpile options should be sorted alphabetically
And everything else.
Omg this please. Sooo obnoxious looking through some of those lists of meat or leather where it's just a random pile of names.
Quote from: GuesUserNameGUN on April 04, 2016, 08:23:29 AM
Quote from: kesulin on March 31, 2016, 06:05:16 AM
I posted few days ago in independent post, but i think the idea can fit here:
https://ludeon.com/forums/index.php?topic=17928.0 (https://ludeon.com/forums/index.php?topic=17928.0)
I propose a shoot interrupt aim: if someone is aiming and is shot up he must be start aim again.
-This little change make combats more tactical, change importance of diferents weapons and make melee combat a really alternative.
-Long range weapons like snipers take a long time to aim, they must be far from combat if don't want interrupt every time.
-Melee colonist can move safely with help of other colonists, with friendly covering fire.
Maybe tynan must change some weapons stats or update ai for this, but I think it's a little change for a big improve on the game.
PD: sorry for my English
Thats already a thing in rimworld.
I think only exist when a colonist is hit in melee combat. I propose use the same code when a colonist is shot up (not necessary a hit).
Quote from: GuesUserNameGUN on April 04, 2016, 08:32:53 AM
With the new prison break features coming in alpha 13, we need more options for stunning people than killing.
- Stun Sentry - does the same as a normal sentry, but with less damage and higher ability to knock someone out. does nothing to Armor also so less effective for raids.
- Tribal armor - wooden armor or cloth armor for tribal raids. would be useful if stun sentry is added
- Stun guns/stun Batons - Does extra damage to shields and people without armor
- Prison clothes - regulate what the prisoners wear. as in, strip their armor off
Not saying you're one of these, but i notice that a lot of the people advocating "stun" options or incapacitation as a choice tend to defend their base with teams of snipers and/or minigunners. You're aware its relatively easy to capture someone using weapons like a PDW or pistol right? Or with melee weapons like shiv or club?
Dealing damage causes pain, which can cause incapacitation. dealing too much damage to a part destroys that part, and torso is most commonly hit. 2 sniper shots to the torso will kill someone, but will rarely cause enough pain to incapacitate them. Conversely, 8 PDW shots to the torso, and 2 to each arm and leg, is most certainly enough to incapacitate someone by pain, and won't kill or remove any limbs most likely.
I really DON'T want to see go-to nonlethal methods for dealing with raids. If we can reliably incap a bunch of raiders with a flashbang grenade or other such thing, then the game gets too easy/cheesy...incapacitation either is or it isn't...there's no "damage" or limb removal or half measures, you either got incappd or you didn't, so it would be hella hard to balance
Give toxic fallout an increased corpse deterioration rate on outdoor bodies, or bodies expired from it. Acting both to accentuate the fact that toxins / acids in the air are harmful, AND to help address skeletons all over from toxic fallout.
Cause of death on corpses. The code is there since colonists have announcements for it, but putting it on a corpse would be cool, just so we could know / understand better.
As for non lethal means, I'm not against them if balanced, like a long cooldown tazer gun, or stun baton which only causes pain for a very brief period. (meaning they might gain control before you are ready, without needing any medical attention)
Just balance it so its much less reliable to defend with than a firearm / blade, but an option when you really, really don't want someone hurt.
i like toxic fallout deteriorating corpses faster. I don't think you'd even need to track what killed a pawn/animal even...just have toxic fallout cause deterioration on bodies in addition to normally deteriorating items (wood, food, cloth, etc.) at a rate high enough to "delete" objects in a few days, but you'd have to just be careful that it doesn't deteriorate things not meant to deteriorate (like rock/slag chunks and possibly, though it could still deteriorate if the dev wanted it, steel/plasteel/silver).
I still think nonlethal incapacitation is still terribly overpowered. Consider that stun baton. If i have a brawler with a personal shield run out a door, up to a lone unit, whack him with it, then pick him up to the prison, then that stun baton is suddenly VASTLY more powerful than even a legendary plasteel longsword...its a 1-hit kill item with an even better result than "kill." An additional issue, though not the main one, is that even with incapp'd pawns being able to "wake up" is that it won't even matter if they do. unless the stun baton is a consumable item, it would be unlikely to not recharge before a reasonable wakeup time is reached...so you'd add the coding in for how a carried pawn could wake up and attack, and would get whacked again anyways...he'd also be disarmed, as incapacitation drops weapons.
While i was typing this, i did think of one possible way for incapacitation to be weaponized...what would think of a sedative-style weapon that deals "consciousness" damage...say, take your stun pistol and have it reduce consciousness by something like 8%. I don't THINK it'd be that hard to code...once they get down to 10%, they get the already existing "anesthetized" health effect and become incapacitated.
It's reliable, which you want...its slow, which prevents it from being a viable "use on everyone" strategy, and it wouldn't be 1HK. It would theoretically require a minimum of coding, and would have the added benefit of not completely sucking, since as target consciousness goes down, they get worse at everything, including walking, so catching "that raider" that you really want should be doable. Lastly, if Tynan were to implement it, he could make it have a possible drawback (a common theme of rimworld seems to be that most actions have a chance of catastrophic failure) of a tiny chance of permanent brain damage...similar to a much much weaker version of the psychic shock lance (which btw, TECHNICALLY currently fits the category of a nonlethal incapacitation weapon that already exists...and before you argue, i already know its not terribly viable as such).
Summary - anesthesia based weapons that gradually reduce consciousness, resulting in incapacitation by anesthesia at low consciousness level. Slow, steady, reliable, "easy" only with focused fire on individual pawns, but possible even with one of the weapon. Possible catastrophic effect if Tynan wants to of something like a 1-10% chance (per shot or overall, depending on which %) of permanent brain damage.
Quote from: Limdood on April 04, 2016, 10:27:21 AM
Quote from: GuesUserNameGUN on April 04, 2016, 08:32:53 AM
With the new prison break features coming in alpha 13, we need more options for stunning people than killing.
- Stun Sentry - does the same as a normal sentry, but with less damage and higher ability to knock someone out. does nothing to Armor also so less effective for raids.
- Tribal armor - wooden armor or cloth armor for tribal raids. would be useful if stun sentry is added
- Stun guns/stun Batons - Does extra damage to shields and people without armor
- Prison clothes - regulate what the prisoners wear. as in, strip their armor off
Not saying you're one of these, but i notice that a lot of the people advocating "stun" options or incapacitation as a choice tend to defend their base with teams of snipers and/or minigunners. You're aware its relatively easy to capture someone using weapons like a PDW or pistol right? Or with melee weapons like shiv or club?
Dealing damage causes pain, which can cause incapacitation. dealing too much damage to a part destroys that part, and torso is most commonly hit. 2 sniper shots to the torso will kill someone, but will rarely cause enough pain to incapacitate them. Conversely, 8 PDW shots to the torso, and 2 to each arm and leg, is most certainly enough to incapacitate someone by pain, and won't kill or remove any limbs most likely.
I really DON'T want to see go-to nonlethal methods for dealing with raids. If we can reliably incap a bunch of raiders with a flashbang grenade or other such thing, then the game gets too easy/cheesy...incapacitation either is or it isn't...there's no "damage" or limb removal or half measures, you either got incappd or you didn't, so it would be hella hard to balance
this is why i suggested it do no damage to armor. again, i want it to do litte to no damage to raiders, and mainly use it for prisoners. to make it not that op when they try and escape, it should take up alot of power and mabye use some silver or plasteel to make.
Actually a tranquilizer would work great, if its potency (or rather, speed of the dose being metabolized) was tied to where you hit like in metal gear solid. Arm or leg hits would take several minutes possibly to take full effect, while neck or headshots (or extremely vital organs) caused incapacitation in seconds.
Could also have an Overdose mechanic just to keep it balanced, so a firing squad of tranquilizer pistols / rifles would overdose the target instead of just tranquilizing them, killing them, making it pointless.
I think priorities for grow zones, and owners for work benches would be very useful. Have a butcher table specially reserved for the token psychopath / cannibal.
Also, the ability to forbid animals from eating certain items. im so tired of my wargs (who i use for hauling) eating the fertilized eggs after i haul them. i have plenty of human meat, boar meat, deer meat, muffalo meat for them to eat. over 3k too. but they prefer my eggs.
Possibly due to high nutrition?
Though, you can just put your fertilized eggs in a separate area forbidden to any meat-eaters can't you? I mean, it's not like the eggs need to be refrigerated or anything.
Quote from: AllenWL on April 05, 2016, 03:28:28 AM
Possibly due to high nutrition?
Though, you can just put your fertilized eggs in a separate area forbidden to any meat-eaters can't you? I mean, it's not like the eggs need to be refrigerated or anything.
they are in a seperate area. but there is no way to forbid an area for meat eaters. and even if there was, i use my wargs for hauling. so they need access to it anyway. i just want to forbid it from eating tho
Uhm, can't you assign wargs an inverted area banning the hen house?
It'd be nice for a right click rescue command to not be overrided by an animal hehe.. I couldn't care less if one of the animals is gallantly trying to rescue someone... since dirt adds to risk of infection no animals are allowed in my hospitals.
I have honestly shot a few animals to death just to stop them "rescuing" someone that would clearly benefit from a medical bed due to two missing legs and arm, shattered / shredded everything etc on account of them being the happy recipient of a grenade.. and a 3 legged boar/dog thinks a rickety old wooden bed in middle of nowhere is a good idea hehe.
I think just as a rule, animals shouldn't be allowed to apply the "reserved" attribute since we have no control over them. Or at the very least the 20 colonists standing around the multiple amputee in serious medical condition should have the gumption to pick up a fallen comrade and carry to hospital before a dog after you release them from duties ! :)
It happens with essential items too, like say you need 5 granite blocks to try and hole up a breach in your defenses, and by some miracle you have 5 granite blocks left, the only stone you have nearby hehe.. Sorry, this is reserved by Mortimer the labrador, your beloved pet of the colony since day one......
Iv honestly had to shoot the colony pet over 5 bricks, lol. When you have say 30 mechs taht somehow poked a hole through a random wall by some lucky shot hehe, life or death.. the labrador had to die :P
So yeah, please introduce something that doesn't force me into being the cruel bastard I am :P. I know you can just smack them and they drop things heh.. most of my guys either have plasteel gladius / sniper rifles tho.. trained killers :)
... they just don't seem to understand the command of kick the damn dog hehe, is always "sorry boss, tried to stop him, cut his head off.. " or "sorry dude, I thought I had a clear shot but put a bullet through Val's head.. don't worry though, I got Mortimer right between the eyes 2nd round !".. sigh ! :)
Quote from: mumblemumble on April 05, 2016, 03:48:32 AM
Uhm, can't you assign wargs an inverted area banning the hen house?
ban that area but not the entire map? i could do that, but i use them for hauling, as they often haul the eggs. currently what i do is i forbid the pile, so after they get hauled to a pile they are forbidden, though its quite annoying to do that every time a new pile starts.
Just ban the hens / egg storage, have them haul anything else . Pretty easy.
Some sort of simple armor that can be crafted in the smithy like medieval plate/chain mail. Just a simple cuirass will do.
A simple mass forbid/unforbid tool would be great for managing the hauling of distant items.
Trader muffalos having packs. Because where the heck do they store all those items then
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Option to have a warmer or colder world when using the world generator. This would allow for biome/latitude variation and give interesting biome types (extreme desert on the coast, tundra near the equator, etc.)
new event: failed raiders
-raiders from [enemy faction] are calling for help. If you help them, they join your colony and the faction chasing them are hostile towards you.
I usually play on extreme mode and the only thing that disturbs me is that after a while there are huge piles of dead bodies and their cloths, I tried making a special room in with all dead are burnt along with they belongings but this method some times burns my on pawn cloths and leathers and cloths just keep piling on my map and stockpiles. So I think it might be a good idea that everything not under a roof get degraded at rapid rate.The current rate of decay of dead bodies is too long and some items never degrade which comes from wreckages . A item annihilator should also do the trick
We don't get double negative mood for 2x raw cannibalism or 2x cooked cannibalism.
But one of each and they stack fully. This is not fair. Only the highest negative one should be in effect, perhaps with a minor additional mood decrease due to more cannibalism, just like organ harvesting and other negative effects that stack, but not 100% more for each incident.
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Some ideas that are hopefully simple enough to add:
-Allowing drafted colonists to flick switches, it is right now a bit of a hassle to turn on electrical systems in the middle of a raid because a soldier needs to be undrafted and set to flick. before being drafted again. Allowing drafted soldiers to flick switches would be much more convenient.
-Some kind of autoswitch that consumes more components and needs to be researched, but it only turns on systems when colonists are in the vicinity/room. So we can start saving power by turning off unused lights without having to micromanage. Would also make colonies feel alive with lights switching on/off when colonists enter and leave their rooms.
-Creating custom "stockpile types" which can be shared throughout multiple games and is basically an extension to the copy/paste tool(Pasting some presets). Saves the effort of having to manually enter certain common stockpiles (food,guns,raw materials).
-Coal ore which can be used as a more efficient fuel source rather than wood, to aid in harsh biomes.
-Stronger, more efficient turrets for late game which can also be bought from traders.
-Colonists eat food which expires the quickest first, too often have I nearly starved when my colonists ate the food with the longest expiration date first and let the other food rot. (Maybe toggleable)
-Scrap metal caltrops/spikes which slow down and lightly wound anything that walks over them, to slightly slow down the advance of huge raider waves with melee that scale over your sandbags. Optimally avoided by colonists and npcs unless its a combat situation.
Hey.... why doesn't someone with Burning Passion for something get Joy from doing it?
E.g. a Green Thumb colonist with Burning Passion for Growing ought to get at least a mild buzz off of pollinating flowers, shouldn't they?
Not sure if this has been posted before but: Bolas for the tribe people. If they throw it at a colonist it slows them down and maybe if they through enough it can incapacitate them and they would need another colonist to free them.
For those who don't know what a bola is just google "Bola Weapon"
Bonus: They can be used to capture animals too :3
Weapon commonality much like there currently is apparel commonality. The only commonality can be found in stuff for melee weapons but especially for mods it's useful to not have every raider spawn with the same high market value weapon.
A cheap idea is to put store the permadeath mode on a global option, then the new game screen pick a default value.... (Because I always forget to set the value to true!)
I'm surprised no one has thought if this yet, epically with the Alpha 13 update. No not same sex marriage, but transgender colonists. Transgender people are people who have the opposite genders parts. So if you're a boy, you would have female parts. All it would need is a third gender type, with a few sprite modifications. When you think about it, its same sex marriage, without the same sex. Eh?
Allow hauling to be initiated on an object in an adjacent tile instead of in the pawn's tile.
Sounds pointless right? well, it would prevent some of the stupid deaths that happen when pawns decide to rearm traps without clearing the bodies/weapons off of them. Since pretty much anyone that uses traps is making sure they can reach every single trap tile WITHOUT stepping on a trap (using doors for rearming, for example), this will allow cleaning bodies, weapons, and meals from fallen raiders off of the traps without bothering with constant micromanagement of pawns who are trying to rearm the traps before they're cleared.
#HaulerSafety
Auto haul of chunks generated by mining... Or an option to do so.
Add in faction raids coming from map edges rather than pods, these places shouldn't have the means to launch people in pods, them walking into the map makes much more sense, at least from factions.
Ability to place a space trader, or even land caravan "order", paying substantially more / using more power to transmit across space, in order to shift the odds dramatically more likely to get a certain trader, or even specific item, like gold, food, medicine, clothing, or anything else. Perhaps not gaurenteed, but very likely, at the cost of an extra fee for delivery.
Pain levels lower berserk chance. If i was sore, i wouldn't be as aggressive.
Restrictions on work stations so we can finally have a dedicated cook and dedicated butcher without them being difficult.
Raising torso health slightly...I understand the torso being turned inside out would be fatal, but it seems very delicate for how often it gets hit, and a person dying from 8 gut punches is a pain in the ass.
Refueling campfires as an automatic task like refilling hoppers.
hoppers working on fueled items
Idea: Railgun turret.
Works similarly to mortars. Building of a large size, requires a colonist to operate, takes long to research, requires ammunition (possibly, but not necessarily, the existing artillery shells), long cooldown/warm-up (capacitors need to charge and systems need to cool down, possibly somewhat longer than the mortar's cooldown), extreme range.
Main differences to mortars: Requires a lot of electricity. Incapable of indirect fire, so it requires a line of sight. Extremely accurate and very fast projectile travel time (most of the time, it will hit what it tries to hit). No AoE damage – only a single target is hit (it does not pierce targets because the projectiles are designed to release their entire kinetic energy against a single target). However, it should be able to hit multiple body parts and do massive damage, taking out most humanoids in a single shot.
It would probably be used against single dangerous targets (centipedes, for example). It would be mostly useless against large groups of enemies (like tribes).
I wanted to say: First Strawberrys, then Potatoes and when the Colonist made this all, he should plant trees!
Sorry for my bad English!
Not sure if anyone has suggested this yet, but with the ability to MAKE armour now, why not add the ability to melt it down/deconstruct it as well? If you can do it to a gun, surely you can do it to a metal helmet.
It would be nice to have an option to disable the speed lock during events (combat, namely). I can totally understand dropping the speed to 1 when an event first occurs, but I'd still like to have the option to speed it back up while the event is still happening.
The ability to "destroy" stone chunks if you want to instead of having to haul them to a dumping ground. (Just select them with the mining tool and the colonist would mine them to rubble and sweep it away.)
(After a while you're dumping ground is full and turning your front lawn into a rock garden isn't always desirable and turning them into blocks can just be a huge time sink once you have 500 or so stockpiled.)
The TV should emit light.
- Windows & Toilets!
Lol... that's all I miss from this marvelous game!
Things like the following:
-> Air quality (a smaller vent used for letting air in) (could be hard to implement but would easily be extended to allow for gases of different kinds)
| This is akin to the "miasma" in dwarf fortress
-> Ways to multi-equip (rifle straps, knife sheathes, pistol holsters)
| (one at a time, but with a larger array of choices) (I know this one is pretty old)
| this idea could be called "wielding"
-> Backpack, wheelbarrows, rails, conveyor belts
| (This idea has to change the game a lot to make sense, as it is now transportation is fairly allowing)
| This idea could be called "transportation"
-> Chests, wardrobes, weapon racks (exist),
| This idea could be called "storage"
As it is now, "wielding" is rudimentary
Also, "transportation" is by foot
And "storage" is on the floor
All of these ideas already exist in the game but could be improved.
Gloves.
There could be Light gloves that don't effect maximum heat, only help a little in the cold and have low armor values, and Heavy Duty gloves that effect maximum heat, help quite a bit in the cold and have higher armor values.
I mean, who runs around in a tundra bare handed?
My suggestion is to make spaceship traders carry a lot more stuff, but make them rarer, so they actually feel different from trade caravans.
Right now, they feel just like another caravan. But considering they have a spaceship, they should have much larger stock to offer, and since we live on a rimworld, they should be kinda rare. If you get 1 space trader per year, but get the option to buy enough medicine to last you for 10 years, they could actually feel important. You would still need that silver to buy it, so it wouldnt be OP, and land caravans would still offer you all the small trading you need. Also, this would make it more important to not make every faction your enemy, as that would seriously cut your trading capabilities.
A few seconds longer reaction time from the moment a bug hive spawns to the moment the bugs spawn. Right now, anyone inside the room when a hive spawns is LIKELY dead...sometimes they can escape, but usually they're cut down...
Giving enough however much time it takes for a bad back colonist to clear about 6 tiles and open a simple metal door, plus about 1 second reaction time will now allow MOST colonists a chance to escape the room - and die in the ensuing firefight like they SHOULD!
Just a little something
A weapons holster.
Sometimes I want my most agressive colonists to move forward after shooting at the enemy from a further range.
Only problem I have is that sometimes the enemy is overpowered by lets say a sword or club, and I'm there, hitting him with my pistol.
What if there was a piece of clothing that could holster a smal firearm and a small melee weapon? (pistol + knife)
You would have to make them or strip them of enemies, but it sure could help increase combat skills.
Also in the same category:
Sunglasses: Increase accuracy when in brightly lit area, decreased accuracy during night/dark area
Backpack: doubled inventory space
Cane: Helps your old colonists with bad back problems move a bit faster.
Eye patch: when a colonist has his/her eye destroyed other think of them as hideous, an eye patch will make this less of a problem.
I wonder if there is anything you find usefull! Keep us updated when you can!
Quote from: DFKabuto on April 12, 2016, 01:31:12 AM
The TV should emit light.
...and cause long-term eye and brain damage
This is just a silly request but when I am picking out my survivors and imputing names it would be nice to be able to push the "TAB" key to switch between selections without having to go over and click the next box then returning to the keyboard.
When I get prisoners, I will usually strip them down but then they are naked and my colonists wont bring them clothes unless i put a shelf or stockpile with cloths in the jail where the prisoner is. Can you make the colonist bring prisoners cloths. and/or allow colonists to strip specific items so I can strip them of there armor with out making them naked.
Also Orange Prison Clothes would be cool.
- Sunlamps use WAYYY too much power.
- Turrets are destroyed way too easy.
- Swamps and lakes are annoying. I think larger lakes would be better than a bunch of scattered small ones. Add fishing!
- It would be cool to have a little more control over selecting your starting colonists. ie. max age, certain traits, no Dumlabour restriction.
Just my two cents.
Quote from: jeffehboy on April 13, 2016, 07:57:24 PM
- Turrets are destroyed way too easy.
You can actually make turrets out of material other than steel. A plassteel turret is way more durable ;)
Different human leather colors for different races.
Give certain body parts sharp / blunt / piercing / energy resistance. I think a gut punch would cause pain, but little damage, while a head punch could cause a lethal concussion / death. Likewise a knife to the gut would be devastating, yet a knife to the skull would be more likely to glance off. (though, head is obviously more fragile)
Give vision a new calculation. Instead if 50 + 50, make a perfect eye count for 80, it counting the best eye first, plus the quality of the second eye as 20. So perfect eyes is Still 100, but a missing eye is still a respectable 80, because it contains the best eye first, but gets no depth perception bonus as for bionic eyes, sams deal, but scaled. Might be a bit of math but still, would make losing a single eye, or getting a scar much less detrimental.
- Using cloth to heal bleeding wounds
- The ability to put two power conduits in a wall would help a lot to put switch where you want to
- An auto-hauling order for the farmers and woodcutters : when they finish to harvest an area, they haul at least one time. One of the most annoying thing for me is to micromanage colonists to put the vegetables and wood logs in the stockpile. On a desert map it's even worst, because the resources can be far away. The colonist go and cut the stuff, comes back, and if you wasn't on his back, watching, you have to send him again to bring it. Of course the ones who can't haul won't do it.
OR a way to ask haulers to bring vegetables and other perishable stuff first.
A food dish for animals. Pets should prioritize food in the dish over other available food. Ideally, this should help keep them from eating your prepared meals and never eating the kibble.
This is a small thing, but a key when looking at the generated world (ie describing what the difft colors mean in terms of rainfall, biome, etc).
Small animals nestling into / building nests in either trees, or damaged walls. Squirrels, boomrats, chinchillas, mice (if ever added) can sleep inside them for safety / flea into them when attacked. Nests can be forcibly removed by breaking down the nest object (wall, tree) but it will piss off the mommy while all the babies scatter. Potentially a huge headache for inside bases, a mice infestation in particular, causing filth, broken into food storage, and other issues. Animals treat nests as doorways, able to go through both sides. And expand nests steadily if not treated.
Food filth, occasionally added from eating. Food filth will rot and grow worse with time, and attract rats, see above. Food filth will also be eaten opportunistically by tamed animals
A shooting range target as a joy activity and to improve shooting skill.
Boxing / wrestling ring as 2 perspe joy activity, with very little, if any damage, but melee training.
Apprenticeship option, to force a low skill person to follow, watch, and learn from a high skill person, giving them a boost in learned skill, but only effective with large skill point gaps (over 5)
Beavers with a taste for cut wood... Like alpha Beavers but specifically eat walls, chopped wood, wood furniture, wood weapons, anything made of wood. Can eat trees too, but specifically go for other refined wood items first.
Annoying salesman event : salesman with guard goes around offering to aggressively sell stuff to your colony at a ridiculous price. Has a modified abrasive trait to annoy any colonists he talks to, worsening moods until hes arrested, killed, or bought from, At least once. Also lasts 3 times as long as normal traders. Forces you to fight, buy, or have people pissed off.
Quote from: Mkok on April 12, 2016, 04:37:31 PM
My suggestion is to make spaceship traders carry a lot more stuff, but make them rarer, so they actually feel different from trade caravans.
Right now, they feel just like another caravan. But considering they have a spaceship, they should have much larger stock to offer, and since we live on a rimworld, they should be kinda rare. If you get 1 space trader per year, but get the option to buy enough medicine to last you for 10 years, they could actually feel important. You would still need that silver to buy it, so it wouldnt be OP, and land caravans would still offer you all the small trading you need. Also, this would make it more important to not make every faction your enemy, as that would seriously cut your trading capabilities.
Very cool thought.
And it's actually a cheap idea, which is great!
Quote from: Tynan on April 15, 2016, 02:23:57 AM
Quote from: Mkok on April 12, 2016, 04:37:31 PM
My suggestion is to make spaceship traders carry a lot more stuff, but make them rarer, so they actually feel different from trade caravans.
Right now, they feel just like another caravan. But considering they have a spaceship, they should have much larger stock to offer, and since we live on a rimworld, they should be kinda rare. If you get 1 space trader per year, but get the option to buy enough medicine to last you for 10 years, they could actually feel important. You would still need that silver to buy it, so it wouldnt be OP, and land caravans would still offer you all the small trading you need. Also, this would make it more important to not make every faction your enemy, as that would seriously cut your trading capabilities.
Very cool thought.
And it's actually a cheap idea, which is great!
They are already very rare, I see them three time per year perhaps, and it's a combat supplier quite all the time. On one of my game I got my first space exotic trader on the 4th of winter 5502 and I had so much stuff to sell I almost exceed their capacity even if I bought stuff. I had met a caravan exotic trader before and I had bought 2 televisions, 1 telescopes, 3 arcade games (more than 1000 silver each) and 5 wargs to get rid of most of the stuff I didn't want but it wasn't enough. And this caravan came perhaps two seasons before the spaceships.
(http://img15.hostingpics.net/thumbs/mini_569833Capturedu20160415110103.png) (http://www.hostingpics.net/viewer.php?id=569833Capturedu20160415110103.png)
So... I don't know, the trading system can be change in many ways but make the spaceships more rare ? Well, if the separate system with combat, textile (I haven't met a textile trader yet, perhaps I'm very unlucky), and other doesn't change, I don't thing it will work. In A12 I liked exchange stuff to traders, particularly on Ice sheets, instead of using silver I gave them beers, cloth or statues against food, wood or steel. Now we have to make a self-sufficient colony and pray when we badly need something in particular, it's less fun.
I would like to see prison marriages! ;D
I have 2 prisoners that Im keeping for social training, they became lovers some time ago, and then fiancees without me knowing. I would ve never discovered it if it werent for that marriage message: "The colonists are gathering to celebrate x and ys marriage", x and y being the prisoner names. I thought "Haha, how cool is that ;D", sadly nothing happened, the marriage didnt happen and they re still only fiancees.
Quote from: Panzer on April 15, 2016, 06:33:05 AM
I would like to see prison marriages! ;D
I have 2 prisoners that Im keeping for social training, they became lovers some time ago, and then fiancees without me knowing. I would ve never discovered it if it werent for that marriage message: "The colonists are gathering to celebrate x and ys marriage", x and y being the prisoner names. I thought "Haha, how cool is that ;D", sadly nothing happened, the marriage didnt happen and they re still only fiancees.
Perhaps try adding a marriage spot inside the prison, might just be a case of "I'm in the wrong area for this."
Fire zones - Add "Fire Zone" in Restrict tab. Mortars and other weaponry won't target enemies outside Fire Zone. Particularly useful for mortars. No-fire zone would probably make more sense since it's manual...
Bad cargo pods - Cargo pods drop near-spoiled meat, desiccated corpses, and rubble. Sometimes they just explode.
Undead mechanites - When a colonist infected with mechanites die, they rarely pop out of wherever their corpse is, the corpse object is destroyed and a mechanoid spawns in its place.
More varied pronouns for colonists! I have a feeling this could be super cheap but very very effectful!
I am a nonbinary trans person and it would mean the world to me to be able to have colonists using other pronouns than just he/him and she/her. I also think it would add to the feel of the game.
The obvious example would be to have singular they/them pronouns, but I also would love it if you could have it/it (esp. for modified humans!) or xe/xir, and also to just use the colonist's name (which is my particular irl preference).
For the value of the Gender variable, you could add the values agender and genderqueer corresponding to the above pronouns.
I suspect that implementing genderfluid or bigender colonists (which would change gender and/or be more than one gender at a time) would be significantly less cheap, but if not, that would also obviously add an amazing amount of value for players of those genders.
This addition really would make the game go from amazing to fricking earthshaking for me, without exaggeration <3
More more more forbid-able . This problem comes up when infestations arise and half the walls are partially damages. The colonists will run in and then get scared away and then go back again. Also stockpile zones should be forbid-able. Really just about anything should be forbid-able. Beds, especially beds.
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it
But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like
1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day
2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple
3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.
Make sandbags install / deinstallable...this is the main reason they were made as a defensive measure, very, VERY easy to move around compared to say, a stone structure, or steel barrier
Make firefoam give toxic buildup when standing in it, being ignored mostly, but too much of it could cause health problems..perhaps even having a 2ndary purpose as a "bug bomb" to coat nests and slowly kill them off.
Make animals flea when shot at, or shot near.
I'd like to see an alternate zoom mode, similar to how zooming in and out on google maps works.
Instead of zooming towards the center of the screen, you zoom in relation to the place the cursor is at.
i think the factions available in the generated world should be shown in the world map. (when generating a new world)
reason :
it's coz the type of trade caravans available is dependent on the type of factions available. like bionics and guns mostly appear from outlander faction traders, while tribal traders seem to focus more on tribal weapons and other low-tech stuff.
currently, player needs to actually check the faction markers in the map one-by-one to actually figure out the available factions. this is too much hassle, yet so important since trade is so vital to the gameplay.
How about make it so your colonists can still walk after they have lost a leg?
Well i was thinking that the colonist should have babies. You can use the animal breed code on the colonist and for the babies make them smaller and just walk around and cant work for the colony until an certain age or use how long they have been in the world.
Quote from: keylocke on April 16, 2016, 01:02:50 PM
i think the factions available in the generated world should be shown in the world map. (when generating a new world)
reason :
it's coz the type of trade caravans available is dependent on the type of factions available. like bionics and guns mostly appear from outlander faction traders, while tribal traders seem to focus more on tribal weapons and other low-tech stuff.
currently, player needs to actually check the faction markers in the map one-by-one to actually figure out the available factions. this is too much hassle, yet so important since trade is so vital to the gameplay.
The only ones you really need be concerned about are whether or not there's 2 tribes. Frequencies don't seem to change - You'll either get 4 caravans from 1 town or 4 caravans from 3 towns, 2 raids from 1 pirate group or 2 raids from 2 groups, etc. Only extra friendly tribes seem to make a difference, thanks to the extra visits and special trade ops.
Still, being able to see what factions are in the world would definitely be nice, and I personally would like to see a return to your own factions being present in the world map.
There's a few ideas (Probably ones that have been explored already, I don't know) that I've had lately that I, personally, think would greatly improve the game.
#1 - Fuse Boxes
Probably the most important idea here. Basically, you attach the fuse box block to a power grid and when the Zzzt... event occurs, rather than a power line exploding & catching fire, the fuse box will become damaged and require repair instead. It's a trade off between maintaining the fuse box and fighting fires, which in certain biomes can turn from a small hazard to an uncontrollable mess in no time (Especially if you don't have fire poppers yet)
#2 - Hairdressing
Pretty simple, something to put a pawn's Art skill to use. Having a hairdressing chair (Or some similar production furniture) that can have a bill set to either shape hair into a particular desired style, or colour it a particular colour, then selecting a pawn & have them "Prioritize receiving haircut" from the chair would fit the bill nicely. A pawn in the "Art" skill tagged would then tend to the pawn in the chair, resulting in your pawns becoming more or less personalized.
#3 - Cosmetic Surgery
One I'm sure I've has been posted before, but I can't be 100% sure. With the new "Disfigured" social effect, it'd be great to have some kind of cosmetic surgery bill to 'fix' things like shot off ears & noses. While this might only slightly improve the negative effect given by the disfigured appendage, if at all, it would remedy the social effect & allow people to get along with their lives without getting beaten up by their friends because of a missing nose. Would likely require both high medicine and art skills.
#4 - Prosthetic/Bionic Organs
This one is a bit more complex. While we can already replace organs with harvested ones, something tells me that Glitterworld tech has a little more to offer. Despite being *very* expensive, Bionic Organs would be a great boon to many colonies, especially ones that have a bunch of people with defective hearts and no real way of taking people alive. The main reason I believe they'd be so great is that us humans tend to have very fragile organs, and a hyperweave mesh heart would be a little more robust. Additionally, I'd love to see the ability to implant AI Cores into a pawns brain, especially that of a braindead pawn, in order to revive them. This would likely bestow some less-than-desirable perks along the way, but at the very least would make them useful again (As long as, once again, your colony has the riches to do it.)
While I'd also like to see additional organs (Things like subdermal hyperweave meshes, etc.) I certainly wouldn't consider them an "important" addition, but a nice one regardless.
#5 - Surrendering
I've seen and heard this one a fair few times, but would like to express my opinion on it. If a shiv-armed pirate is completely surrounded by power armoured cyber warriors with no escape route, I believe they should be able to surrender themselves and give you the choice of either capturing them without incapacitating them, freeing them (Giving your colony a boos to relations with whatever faction you might be fighting) or simply executing them (Which would likely give a debuff to your pawns same as prison executions, but it should be an option)
Of course, not everybody would surrender in these situations, but it should be a chance occurance - Likely one that's less likely to happen with, say, tribal warriors, and more likely to happen with outpost citizens. It may well also happen to your own pawns if they possess certain traits and find themselves outmanned, outgunned, and surrounded with dead allies nearby.
Not sure how feasible it would be - hunting zones? Pain in the ass when you've got multiple hunters and they end up shooting one another, so it'd be nice to ask them to hunt in different areas of the map?
Also, if there's the Gay trait, can we also have Poly, Straight, Bi, Pan and Ace?
It would be really nice, if you could change the color of the zones.
For example, I use red zones for my storage, green zones for my growing zones and blue zones for my coolers. It's really annoying, if you have to set up and delete 10 zones, until you got the color, you wanted.
It has to do something with beauty. I don't want to have a colony with zones in 10 different colors.
An ability to castrate animals, sometimes you just dont want them breeding, and keeping in different zones can be a problem, especially with haulers.
Quote from: Fallen145 on April 16, 2016, 12:30:25 AM
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it
But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like
1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day
2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple
3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.
Fishing has been suggested multiple times so guessing it's rather complex or at least harder than we think since I don't know why it's not in the game yet. We used to have a fertilizer pump was a little unbalanced since it could change rock into fertile soil so an ADDITIVE fertilizer might not be a bad idea although it may run into the same problem. As for animal armor yes, please. Also on to my own idea, riding animals as a mount, War Elephants were a thing and actually scary to ancient romans, figure it would bring another interesting layer if we had only certain animals able to be ridden and needing to craft a saddle to do so.
Here is a couple Cheap Ideas [A13]:
1) put zone expansion button directly in the selected zones menu for easier access
2) colonist turn lights off in their rooms before bed
3) new back stories that improve and focus on hauling and cleaning attributes.
4) setup turrets to be reinstall able ( they are expensive!)
5) reduce component cost on advanced research bench ( easy to clear a map of components before unlocking component workbench.)
6) Build-able dirt walls for that stone age hut feeling
7) Refrigeration racks (same as weapon racks but cold as ice)
8) thief ( special event where a seemingly normal visitor steals something and runs away with it)
9) Fans ( Cheaper variant of the AC unit but installs like a heater)
Quote from: Jan2607 on April 17, 2016, 07:31:19 AM
It would be really nice, if you could change the color of the zones.
For example, I use red zones for my storage, green zones for my growing zones and blue zones for my coolers. It's really annoying, if you have to set up and delete 10 zones, until you got the color, you wanted.
It has to do something with beauty. I don't want to have a colony with zones in 10 different colors.
Also this would be awesome!
Remove cancel / deconstruct from zone menu (useless when applied to zones, just clutters it)
Give beds a higher min comfortable temperature. I think sheets on it would help quite a bit.
Make animals flea from danger like colonists.
Give sunshine a small mood bonus for people.
Spar joy activity, raising melee skills, with no injury risk.
Beauty perception buff to drunk people. (drunk people see attractiveness 20% higher, flirt more)
Alcohol as an alternative to medicine for anesthetic (for surgery in more frontier colonies, using alcohol to numb pain, herbal medicine for disinfectant, but less effective than regular medicine.)
Make butchering humans with bionics give components.
Extremely slim chance for tamed animal to tame another animal of the same species.
Soft break : sleep. Colonists just sleep for hours on end, uselessly resting
-A thief raid that happens during night, they sneak in or spawn near items of higher value and attempt to steal + run.
-animal types that can be mounted for extra speed, raiders can also come in on mounts, ex mounted archers.
-make spaceship components easier to assemble SYMMETRICALLY! Ahhh I almost lost my mind!
-when colonists get unhappy they can also run away.
-a colonist that has a back story for a life a crime, he might join the colony and steal something + run away.
-an option to banish a colonist from the colony
-allow twitch integration in options, so raiders / potential colonists can be pulled from chat names, maybe with a special twitch icon beside their name. (I could help with this, I'm currently coding a unity - twitch asset)
-wheel barrel for colonists to hauling around materials, load/unload
-allow batteries/geothermal/combustion to work during solar flare, but have electronics flicker off and on (so it is possible for hydroponics to survive)
-make add/remove region options in a more convenient location, so adding a new region and changing it's area ALSO in the same spot.
-allow zones to also consider item quality
-add a timer after being drafted which prevents colonists from doing JOY activities
-prioritizing to build a wall or electricity wire should queue the colonist to build all of them within a specific range, not just 1!
-drafting during JOY activities should also cause a negative effect, similar to sleep disturbed
-zombie event or similar idea, slow, dumb, annoying, leaving base would be a terrible idea until you wipe them out
Alpha 13
successful trade with a faction should slightly improve relations. You might track the amount of silver changing hands and give +1 relations for every I don't know, 300 silver ?
Bloodthirsty colonists should be impossible to draft. Instead, they would be stuck in "aggressive" mode.
Cowardly (pacifist ?) colonists the opposite - stuck in Run Away mode.
Painstoppers for my grizzly bears!
id love to be able to put windows on walls!!!
that would make colonists happy if they can look outside.
small windows, big windows..... skylights?
and something like Space weed! if we´re going to have space beer, i think we should have space weed! you know... you have to grow it OR buy it from certain people who pass by..... there is different types and their qualities can all vary, this giving different effects. relieving depression.... relieving pain (some of my colonists are in slight pain for some reason), other types could make paranoid, some colonists would love it, others would not like it...... why not?
"Regenerating" - this colonist has a strange mutation causing him to grow back lost limbs, or at least fingers, toes, eyes. Larger limbs take longer to grow back.
Pet suggestions!
- Remove following/defending from Obedience training, maybe merge it with Release instead so players can let a colonist be the master of his bonded animal without taking it into battle.
- "Set owner" button for pet beds, and a corresponding mood boost/loss for sharing/not sharing a room with a bonded animal.
Give attacks a chance to glance or graze. Randomly make a projectile / melee hit graze / glance, doing half or so damage (possible less?) adding variety to fights, and (possibly) framework for less lethal takedowns if directed aimed attacks are ever added. Would also be interesting to see a sniper rifle round graze someones head, or just nick their heart, or pistol shots grazing off someone's arm or torso.
Allow combination of herbal medicine and beer (or more suitable alcohol) for making a higher tier, surgery worthy medicine which is renewable.
1) The ability to name trainable animals
2) That the auto-name feature for other animals like Chickens reflects an animal's gender and that they have matured. Eg. Once hatched they are currently assigned names like Chick 1, 2, 3....etc and will keep this name all their life. I would like the auto-name to say Male Chick 1 and then once they mature, change to Rooster 1. Female Chick 1 then Hen 1. This would make managing large chicken farms (slaughtering male Chicks!) much easier.
3) Ability to perform operation to sterilise/neuter/spay animals. Again to control populations without having to slaughter or sell a perfectly good hauling dog/pig/boar just because he is a bit frisky!
New traits: Food allergy
Most people I've seen streaming just plant rice, because of it's speed and ignore anything else. What if your colonist had certain allergy to your food? If they ate that certain food or any food with it as ingredient they could go from mood loss, food poisoning, diseases or even death.
It would have at least 3 levels: Contact Allergy, Late-phase and Acute (the latest being the deathlike)
Pff, you don't think they'd have genemodded the crap out of those?
Maybe if it can be made tribal only.
Anyway, my own idea? Poison.
For instance, cobras should have poison. Because cobras are poisonous snakes.
hi,
There is a little thing that could be made, It is when you rescue someone, or when you capture someone with the purpose to release him.
There is an option for which medicines you allow prisoners ( rescuee?) to be used on.
Could there be the same option for meals? When playing on maps with the short supply of food, we could make them eat a simple meal while keeping the best ones for our colonists.
(Sorry for my English) Thanks :)
New traits:
Neat Freak - gets a bigger mood debuff from dirty rooms, but cleans at increased rate
Sloppy - doesn't mind dirt at all but really dislikes cleaning.
Social penalty between them obviously.
not sure if this has been mentioned, but please make it so people can still walk with only one leg.
Deer can spontaneously turn into killing machines when you kill one of them (Deer revenge). Let's say it's interesting. Now that we have the "retreat from danger" behaviour, it would be nice if hunted animals could run away too. How often and how many run away is just a matter of tweaking a few numbers.
Quote from: Tynan on April 15, 2016, 02:23:57 AM
Quote from: Mkok on April 12, 2016, 04:37:31 PM
My suggestion is to make spaceship traders carry a lot more stuff, but make them rarer, so they actually feel different from trade caravans.
Right now, they feel just like another caravan. But considering they have a spaceship, they should have much larger stock to offer, and since we live on a rimworld, they should be kinda rare. If you get 1 space trader per year, but get the option to buy enough medicine to last you for 10 years, they could actually feel important. You would still need that silver to buy it, so it wouldnt be OP, and land caravans would still offer you all the small trading you need. Also, this would make it more important to not make every faction your enemy, as that would seriously cut your trading capabilities.
Very cool thought.
And it's actually a cheap idea, which is great!
Is that why it took a year and a half to get a trade ship? It was bulk goods man, and they didn't even carry my mech bait (Chickens).
To be completely honest, space traders are pretty damn rare now anyways... Not sure it should be lowered more, but i completely agree on a larger stock. They are a company with a ship, dealing in bulk is only logical, its a pain to only see 2 components, and a dozen beer for sale.
Townies - outlander town visitors - should sometimes sell or buy furniture. Maybe only high quality ones. And stuff like charged batteries.
Tribes should have a good chance to sell rare leathers, fine and lavish meals, devilstrand, and other rare natural resources.
Colonists should get a mood boost when performing activities (Mining, construction etc) they are "Passionate" about (similar to the Green Thumb trait). Eg an Artist should feel happy when creating art etc. To balance it, you could have colonist loathe certain activities, and get a mood penalty when performing those.
increase quantity of bionics (especially arm prosthetics) sold. might be just rng being rng, but i literally had to spawn in 15 trade ships via debug menu to get some arm prosthetics.
Make a hunting trainable for animals. Would be nice to have my cougar or dogs hunt small animal, and save me time.
Also make ThinkTree a bit easier to mod. Got tired of crashing after playing whit it for nothing :D.
Quote from: hector212121 on April 19, 2016, 11:39:55 AM
Pff, you don't think they'd have genemodded the crap out of those?
Maybe if it can be made tribal only.
Anyway, my own idea? Poison.
For instance, cobras should have poison. Because cobras are poisonous snakes.
I like the idea of including poison, but cobras already have a "poison" though its almost unnoticeable. Cobra bites will start giving your pawns toxic buildup, but very slowly, especially considering their high damage. I had a colonist attacked by several cobras and incapacitated...when i killed the cobras and rescued him, he had 16% toxic buildup (which is the same "disease" that builds up during toxic fallout)
If boars can be trained to haul....
Can we get monkeys trained to clean?
I apologise if this has been suggested but I haven't time to check the thread atm but have you considered earthquakes to break down walls and drop ceilings that have little support.
Gates/fences that animals cannot pass but your colonists can, To keep critters out of crops if the growing zone is outside. Tamed animals could never cross them but wild ones have a chance to dig under if they are hungry enough.
I think it would be awesome to have guns that can transfer poison to a target, or maybe being able to repair mechs and having them as helpers. Also on the mech note, More Mechs.
Hi guys, I would like to offer you such an idea, the game has very few small arms, edged weapons,turrets I'm suggesting to add a very famous weapons such as AK-47, m4a4,a butterfly knife,also add different types of turrets in studies such as the grenade turrets, Pyros, turrets,plasma turrets, and the like. ::)
UI in Work tab allows colonists to be reordered and put under headings. This would allow for easier specialization with large colonies.
Hello, I would like to put more of their studies all can learn for a few hours, that would be great if the studies would have been the anesthesia,the production of the new good weapons on the bench such as for example AK-47 wood and metal or m4a4,I don't know how you like this idea well I think you can add things like gloves which will improve the work of the colonists,so all sorts of interesting buildings which will not give bored. :)
Hello, I would like you to add such things as a lock of a solar Eclipse and solar flares that these things could be crafted after their study,and to do them was very difficult,because at the beginning of the game you can cope without these things but when winter comes and there comes the Eclipse or solar flare,not enough power on the heater or light, and the colonists don't like that they start to get sick from the flu to asthma,and there's nothing you can do because abruptly stop working all devices. 8)
Hi! I've never posted on this forum before! Figured this would be a great place to post a few random ideas I had floating around. I've been surprised at the variety of animals present in the game but I think it would be cool to see even a few more. Sheep, ducks, goats for farm animal types and maybe gophers, gnus and emus for more wild ones. Oh and giant snails. Giants snails would be wonderful. Actually, forget all that other stuff I said before. Just add in giant snails. That would be so great. Easily a $45+ game with giant snails included.
Meteor strike event. Basically a Smallish chunk of space rock smacks down on the map somewhere with a bit of an explosion and fire around the impact site and once all thats settled down you have a chunk of random ore sitting in the impact area. Dangerous if it hits your colony but otherwise free ore.
The death of a colonist should definitely be a letter-worthy event. Something along the lines of "Poopy has bled out from a squirrel-inflicted bite wound."
Too often I miss the all too brief pop-up at the top of the screen and a colonist ends up buried in a pauper's grave with the rest of the raider scum!
If you remove the liver or both kidneys of someone they would still live for a little time. Also we need more bionic body parts.
Quote from: SheepLover on April 22, 2016, 04:31:44 AM
Oh and giant snails. Giants snails would be wonderful. Actually, forget all that other stuff I said before. Just add in giant snails. That would be so great.
That would be something very fun for jungle and other high rain zones! Give it more of that alien world feel!!! Seconded
Tweak nutrient paste dispenser is my idea. Change the research for it to instead be required to build it and function as normal, and add a small enhancement bonus to work speed or similiar when eating nutrient paste. Makes the nutrient paste dispenser a tactical choice. Essentially some sort of health category buff similar to if they had some temporary bionic part. From a roleplay standpoint, if nutrient paste is designed to be exacting to what somebody needs, it may taste awful, but the body will run optimally.
Mainly cause cooking meals I don't find to be that big of a time investment to the rewards.
Edit: Bit of a derp on my part. For some reason I thought simple meals took only five foods, but watching my colonists work, noticed they actually are using ten. Forgot it was ten single for a simple, and two types of food to make a good meal.
If there is a standing lamp in someone's bedroom, make them toggle power before and after going to sleep.
Bionic Jaw.
since people constantly get their jaw shot off.
the bionic jaw is a fascinating combination of glitter-world technology allowing a hige-teck communication system to work together whit an array of sharp food processioning blades.
fixes speech/improving
and fixes eating/improving
"Force Open" feature on electric doors.
it be nice to be able to force open electric doors.
no more waiting for raiders to knock them down. let them in! we are ready.
(a little more reliable then the current "stay open" feature)
prosthetic animal leg
food? steel? nope new legs for Vlad.
sometimes we get fare to attached....
visitor spot.
kinda like the Marriage spot and the party spot.
a spot visitors gather at. since the "home" area sometimes get a little bit confusing...
"Honny? your mother is here... no she does not want to see our new Uranium table... shes staying over at that turret spot we used ages ago.."
Why settlers do not use backpacks?
Why settlers do not use wheelbarrows?
Why dont use the fridges?
Strange..
Future, space ships and things transfered by the hands))
got another idea.
use comm consoles to "sell back" prisoners.
unlike when you just sell them of like slaves there wont be a penalty in mood.
but there might be a penalty on how much the faction like you after that.
different prices depending on prisoner faction status.
Mercenary (wont buy)
archer/worrier (cheap)
grenade/other tittle (medium)
Boss (huge)
Standoff event
two hostile factions start fighting at your area.
i already had it happen one time when i saved a refugee and got a normal raid at the same time.
gotta love random.
it can also be something like a rare double raid. so ether its a blessing where they fight each other leaving lots of loot. or your in for a rough time
Make the pawns evaluate how much time they have until going to bed before setting out on a very long trip.
Hair underneath helmets by assigning hair to a different layer than helmets so that the helmet is like a picture being placed over another picture (hair).
If you don't like it maybe it can be a setting?
Worldgen terrain type: urban wasteland.
Basically just a spawn with a high multiplier for ruins/shrines.
Turrets attack predators that are trying to eat your pets...
and let your predators animals only target boom rats in case of no smaller critter / food on map.
since all my baby animals die burning after trying to eat a boomrat...
Oh, one that has gotten a couple of my colonists killed. Need a notice or setting for when a wild predator is hanging out around a colonist and have them avoid or notice if is aggressive. I watched as a bear walked right up to my guy doing a field and proceeded to just hang out around him. Nom nom nom a minute later.
Can we get the red ! for predators setting. So have keep away from hostile, ignore hostile, attack hostile. Lets go one step more for and have keep away from all dangerous so they auto walk away from any predator getting near. If predator chasing, get a notice then?
Could you add hemochromatosis ( http://www.hemochromatosis.org/#overview ) as a genetic condition to the game. Its one of them most common genetic conditions but its massively under diagnosed condition and kills people if not treated it could really use some more public awareness.
The nature of the condition would also make a really interesting game mechanic as the treatment is being regularly bled, failure to do so can lead to all sorts of problems but most notably heart attacks. Linking treatment of it to blood loss would make it a very unique illness in Rimworld.
I personally would like it if repairing something that broke down was optional. I recently found that my colonist decided to repair a cooler in the middle of winter, and now I'm out of components. :-\
Have an option to reverse the middle mouse button scroll. At the moment its drag up to scroll down (I think it's like this in lol too) but then web browsers have it drag down to scroll down.
This thread is huge not sure if you will get through it all. will add as i think of them.
i see you have party spots and marriage spots now. anyway we can get like a trade depot spot or something similar?
Would be cool to have a raid with just granades and molotovs, they do not care about stealing or capturing, simply destroys your stuff and then leave.
Lights on batteries that only glow when there is power in the system (or reversed, as some sort of iluminating substance, but harder to implement).
Mood debuffs for colonists completly or partialy unable to speak (no jaw, damaged lungs etc.)
Large prisoner selling ships (some sort of federal prison ship, very rare spawn chance, maby once in a decade or something) that sell their worst and most undiciplinned prisoners.
Wardrobe rack(2,1. 2,3. or .2,2. or something similar) that allows clothing to stack up to a cap, 6 for example.
More rougelike traits for hard-baked colonists with a criminal history.
Thoughts on these? ???
Quote from: Illusion Distort on April 25, 2016, 12:39:39 PM
Lights on batteries that only glow when there is power in the system (or reversed, as some sort of iluminating substance, but harder to implement).
Mood debuffs for colonists completly or partialy unable to speak (no jaw, damaged lungs etc.)
Large prisoner selling ships (some sort of federal prison ship, very rare spawn chance, maby once in a decade or something) that sell their worst and most undiciplinned prisoners.
The first I think is something beyond a cheap idea, but with batteries able to be uninstalled and retain charge, I think we got potential for some new mechanics play. Gonna steal that concept and put it up in a separate thread ^.^As I wrote this in a concept post, I realized I do something similar that works a bit more efficient. I also misread what you meant. Have batteries have indicators of positive/negative power generation. Green light is charging, red is discharging?
I thought something else, sorry bout that. Good idea.
Second idea, not sure if it exists, but jaw and lung damage probably should give a reduction on the social boost they are able to give/receive for sure.
Third idea, ooh, prison ships.... This one is interesting. If the mechanics allow, the "slaves" could be better differentiated. Pirates having the mix of people, but the prisons having specialists in combat? I would think a Mercenary ship is better. Lets make it three ships.
Pirates for cheap random people.
Migrant ships, moderate cost pawns with tendency towards labour traits and skills
Mercenary ships, expensive, but high combat abilities, maybe bionics, etc.
training dummies
often ill start off with a colonist or two who cant fight, there should be a Items so they can work on their fighting skills. The dummy would be made from hay, leather, or whatever and each one will have different traits.
Human dummy: colonist could train to fight humans, they could be set to just train, attack to kill or attack to cripple.
target dummy: only range weapons can be use on these, to help range colonist get better shooting and also relieved stress.
punching bag: un arm colonist can use this to help ease their stress.
Tweaking: cats should be tameable for Obidience. Actually they are :)
Different levels of wooden walls made of logs:
- Stockade: no req, early game, to somewhat/fully restrict area of animals. Might be overridden by mental state of animal, risk of fire area, etc. Workload includes digging pole points.
- Wooden fence: requires some (any?) kind of workshop, time consuming job to make sheets of timber in order to later set them into a digged path. Override/breach chances: tiny none, small and moderate very low, humanlike moderate, large/+ uneasy.
- Barn: by certain level of crafting+animals skill and research necessary, maybe bound all 3 together. Similar to a wooden house, for flock of animals.
Wooden furnitures might be possible depending on level of crafting skill of settler.
Trenches: Actually ground manipulation, just dig a hole. If connected to a lake, it might work as water trench. If too long, it dries out the lake. If wooden poles (stakes) added and covered, might work as trap (depends on character skill).
Mass graves: with the obvious biohazard. It would mean easier to manage multiple dead bodies, if I dont want to separately bury every each of them.
To make it more realistic, I would fix a bodymass per square possible to contain (like tiny/small/... adding up), and if someone happens to exceed the used space, and avoid hazard, need to dig another or preplan with a bigger size.
Make snowmen targetable, so they can be used for target practice. Make the activity less effective when done often (mechanics already in the game).
Please add the ability to set quality limiters to equipment racks, like we can on zones.
I'd personally love the option to be able to start with only one colonist, theoretically that would affect wealth which would scale the events correctly, if the colonist gets hurt you'll have issues since he/she couldn't treat herself but that's just how it goes. It'd theoretically draw out early game a lot more because you'll need to focus on having the person survive and gathering what they can and hoping either some wanderers join later or capturing people and convincing them to join.
sandbags should probably use stone rather than steel.
Marsh, especially covered in snow, should support campfires. It supports snowmen!!
Falling snow extinguishes campfires much, much too fast. A campfire doesn't even last a hour of game time in "gentle" snow! Sometimes I'm using campfires to light incoming enemies.
being able to type the number you wish to sell/buy from merchants.
if its a feature i just have not found it yet but i need it. to want to buy 600 steel out of 700 is a pain....
How about an epic level predator on par with the Thrumbos?
Thrumbos come through, eat some trees and leave. I am wondering if we can get something similar, but instead can eat a muffalo whole? Don't let your peeps wander around outside cause might not be anything left to recover....
Quote from: king komodo on April 17, 2016, 02:20:37 PM
Quote from: Fallen145 on April 16, 2016, 12:30:25 AM
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it
But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like
1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day
2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple
3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.
Fishing has been suggested multiple times so guessing it's rather complex or at least harder than we think since I don't know why it's not in the game yet. We used to have a fertilizer pump was a little unbalanced since it could change rock into fertile soil so an ADDITIVE fertilizer might not be a bad idea although it may run into the same problem. As for animal armor yes, please. Also on to my own idea, riding animals as a mount, War Elephants were a thing and actually scary to ancient romans, figure it would bring another interesting layer if we had only certain animals able to be ridden and needing to craft a saddle to do so.
note to self... do not ride the Boomalope into battle. you should be ABLE to but wise enough not to lol.
Quote from: kulg on April 27, 2016, 08:40:03 PM
Quote from: king komodo on April 17, 2016, 02:20:37 PM
Quote from: Fallen145 on April 16, 2016, 12:30:25 AM
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it
But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like
1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day
2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple
3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.
Fishing has been suggested multiple times so guessing it's rather complex or at least harder than we think since I don't know why it's not in the game yet. We used to have a fertilizer pump was a little unbalanced since it could change rock into fertile soil so an ADDITIVE fertilizer might not be a bad idea although it may run into the same problem. As for animal armor yes, please. Also on to my own idea, riding animals as a mount, War Elephants were a thing and actually scary to ancient romans, figure it would bring another interesting layer if we had only certain animals able to be ridden and needing to craft a saddle to do so.
note to self... do not ride the Boomalope into battle. you should be ABLE to but wise enough not to lol.
I could see that, an army of boomalope riders . Aim for the Bubbles men
200 pages; I'll be honest I gave up before I hit 50. Apologies if this is repetition, and I won't hold it against you if, like me, you skip to the end. I'm sure you've thought of all these before, but I've typed them out now so...
- Trench tiles: Hard labour, for cover and to slow attackers.
- Soil: A resouce dug from soil, leaving a trench/pit. Required ingredient to build plant pots.
- Gravel: A resource dug from stone, leaving a trench/pit and used as flooring.
- Deadfall trap: Add steel or wood and labour to a trench tile.
- Planters: A slow, low tech version of hydroponics requiring soil and wood.
- Forge: A slow, low tech smelter that runs on wood and crafts simple tools.
- Pyre: Give your colonists a Hindu/Sikh/Viking sendoff.
- Ash: Used as fertilizer, for fire extinguishers, clearing snow. Byproduct of Pyres, Campfires, Stoves, Generators etc.
- Oil Spill: An event triggered when digging ground tiles. Makes a big mess that spreads unless capped with...
- Oil Well: Extracts crude oil from underground, to be refined and used in..
- Oil Fired Heater: Use oil to keep your toes warm
- Oil Fired Generator: Ugly, smelly but efficient power generation.
- Oil Well Cap: Plug that hole before it fills the
Gulf of Mexico entire map! Used if you haven't researched the oil well, or simply don't want to. - Refinery: Used to convert crude oil
- Sugar Cane/Beet: Can be eaten or turned into fuel
Some of these might be a little against the lore-grain, I'm not sure if the planets we're on are naturally capable of sustaining plant life or if they were terraformed. Obviously if the latter there'd likely be no oil to strike!
Once an animal is bonded, can you put an underline to it's name the same way a name gets it when you draft a colonist or some other form of highlighting?
Reason is I had to cull some farm animals and needed to check them tediously each one at a time for any that had bonded which sometimes happens. Would be much more reasonable to show animal names and be able to see at a glane.
COLONIST SEED. Like for map, except it works for colonists. Many maps are only interesting with a specific set of colonists, like my initial trio of whom NONE had research enabled but all were great miners, growers, and constructors. Workers and psychiatric patients (literally).
Have the commands that appear when clicking on a single object act the same way as when selecting the command through the orders tab. At the moment you are limited to giving the command for that one square, and usually I want to select more (for mining, harvesting, everything).
Its clunky going architect / orders / command, but every time I click on a thing and see the button there and try to do something I have to go do that anyway.
Automatic reloading of mortars, like with trap auto rearming. Manually manning a mortar aftar a mortar after a raid sucks.
Some cheap ideas loosely based on Unreal World's starting scenarios:
The Crash Landing mod is an example of that, but these ideas go further:
1.Add an alternate start mode where the colonists land a starship on the planet instead of crashing in pods. More resources to start with, possibly more colonists, parts of ship to disassemble, cryopods to use, and starship reactor for power....
OTOH, the extra wealth makes this start rougher event wise.
It doesn't need to be a starship from another colony, to start with just a normal random start with predefined equipment and random colonists, like normal. Through later on, when the "play old colony starship" option will get added, it could be plugged right into that alternate start mode.
2.Escaped prisoners start. The colonists have stolen escape pods of their prison ship. More colonists, but they less starting building materials, they get prison uniforms for wear, and outlander towns start hostile.
3.Starship troopers start. Your colonists start with lots of nice armor and weapons, but the map also has a raging bug infestation.
4. Pioneer family start - colonist generator is forced to make all your colonists single family members from an outlander town. More starting animals, but less components. You better make sure no one dies...
As for other ideas:
5. Finally add some randomization to starting equipment overall. Its already there with the pet after all... For example, instead of having a plasteel knife, pistol and survival rifle all the time, make it 2-4 weapons, and include shotguns, clubs, assault rifles.
6. Research for crafting recipes, being able to craft sniper rifles and LMGs as soon as you build a machining table is just too easy. Without extras, you should be able to craft only, say, pistols, survival rifles, shotguns and molotovs.
7.Poison\chemical weapons. We already have one sort of poison in form of the toxic fallout, there is also the fire mechanic... Why not add gas grenades\sprayers\bombs etc? There could be sleep gas, tear gas that slows down, reduces vision, and gives a really bad mood, and lethal kinds of gas. Even several kinds of each.
8. Ability to disassemble non natural floors for resources, like with walls.
9. Give us vanilla nuclear power already, it would be pretty much the same as the fuel generator, except with different graphic, and using uranium instead of wood. Optionally have it bought from starship trader only, and have 2 variants - actual huge and powerful nuclear reactor, and a small, low power radioisotope thermoelectric generator (RTG).
Also have a researchable "low tech" nuclear heater.
10. Make turrets require a proper weapon to put on them to build. SMG turrets, assault rifle turrets, LMG turrets, charge rifle turrets, minigun turrets....
11. Event scenario combos that fit together nicely. For example, a starship crash event that is nothing but a rapid sequence of:
4-10 cargo pod events
2-8 escape pod events
8-16 starship part fall events
50% chance of toxic fallout
50% chance of flash thunderstorm
Or a great hunt event:
- Large amount of extra animals enter the map and pass through it
- Tribal or outlander town party spawns afterwards, attacking the animals, taking the bodies of those they manage to kill, and leaving
Quote from: Marduk on April 28, 2016, 10:07:10 AM
2.Escaped prisoners start. The colonists have stolen escape pods of their prison ship. More colonists, but they less starting building materials, they get prison uniforms for wear, and outlander towns start hostile.
I like this one! Escaped prisoners would be biased towards combat skills, mining (escape tunnel) but would have less hard work skills like Growing, Cooking and Construction. You would have to rely more on hunting. And I was never actually hostile to outlander, this would be interesting for a change.
Quote
3.Starship troopers start. Your colonists start with lots of nice armor and weapons, but the map also has a raging bug infestation.
4. Pioneer family start - colonist generator is forced to make all your colonists single family members from an outlander town. More starting animals, but less components. You better make sure no one dies...
Like with a movie, it depends a lot how well it is executed. #1 sounds a bit bland and I'm not convinced extra wealth is such a big drawback.
Note that some playstyles are less supported than others. For example combat-heavy settlers will struggle in current Rimworld because there are few opportunities to gain something with combat. Thrumbo is the first example of optional combat, but the reward is in midgame (comms console to sell horns, and you need a Good crafter to make good use of the leather). If Rimworld had events like pirates conducting smuggling operations, making illicit deals in corners of your map - you would have a chance to show off your combat skills, because they would exit the map if you don't attack them, and they wouldn't get near your colony on their own. I'm convinced Rimworld needs something like this - an optional combat event where you earn something that's not meat or leather.
As for other ideas:
Quote
5. Finally add some randomization to starting equipment overall. Its already there with the pet after all... For example, instead of having a plasteel knife, pistol and survival rifle all the time, make it 2-4 weapons, and include shotguns, clubs, assault rifles.
I agree in principle, but some events seem to rely heavily on your starting survival rifle. Tribal attacks (until they overwhelm your turrets/meat shields) are much easier to deal with because of the survival rifle. Sieges are much easier because of the survival rifle - not every single one has a sniper rifle.
Maybe it should be "a couple of weaker items + a few better items" kind of randomization. I wouldn't despair if I got a Personal Shield instead of the starting rifle, or handgrenades, a good armor vest or a power helmet.
Quote
6. Research for crafting recipes, being able to craft sniper rifles and LMGs as soon as you build a machining table is just too easy. Without extras, you should be able to craft only, say, pistols, survival rifles, shotguns and molotovs.
Disagree. A sniper rifle costs 6 components, and if you have no good crafters you'll make an awful one. That's only good enough against crashed ship parts. And unless you're lucky like the 0 skill raider that shot off my melee colonist's leg, you won't hit.
Quote
7.Poison\chemical weapons. We already have one sort of poison in form of the toxic fallout, there is also the fire mechanic... Why not add gas grenades\sprayers\bombs etc? There could be sleep gas, tear gas that slows down, reduces vision, and gives a really bad mood, and lethal kinds of gas. Even several kinds of each.
Poisoned bows - give an infection-like effect when they scratch a pawn. Less direct damage than other bows. I would be almost happy to see some tribals use them instead of great bows which tend to remove limbs on hit.
Quote from: Mithrawndo on April 27, 2016, 10:06:10 PM
200 pages; I'll be honest I gave up before I hit 50. Apologies if this is repetition, and I won't hold it against you if, like me, you skip to the end. I'm sure you've thought of all these before, but I've typed them out now so...
- Trench tiles: Hard labour, for cover and to slow attackers.
- Soil: A resouce dug from soil, leaving a trench/pit. Required ingredient to build plant pots.
- Gravel: A resource dug from stone, leaving a trench/pit and used as flooring.
- Deadfall trap: Add steel or wood and labour to a trench tile.
- Planters: A slow, low tech version of hydroponics requiring soil and wood.
- Forge: A slow, low tech smelter that runs on wood and crafts simple tools.
- Pyre: Give your colonists a Hindu/Sikh/Viking sendoff.
- Ash: Used as fertilizer, for fire extinguishers, clearing snow. Byproduct of Pyres, Campfires, Stoves, Generators etc.
- Oil Spill: An event triggered when digging ground tiles. Makes a big mess that spreads unless capped with...
- Oil Well: Extracts crude oil from underground, to be refined and used in..
- Oil Fired Heater: Use oil to keep your toes warm
- Oil Fired Generator: Ugly, smelly but efficient power generation.
- Oil Well Cap: Plug that hole before it fills the
Gulf of Mexico entire map! Used if you haven't researched the oil well, or simply don't want to. - Refinery: Used to convert crude oil
- Sugar Cane/Beet: Can be eaten or turned into fuel
Some of these might be a little against the lore-grain, I'm not sure if the planets we're on are naturally capable of sustaining plant life or if they were terraformed. Obviously if the latter there'd likely be no oil to strike!
some comments on your thoughts:
- gravel should be possible to produce at the stonecutting table (or the crafting spot, with some kind of club or hammer) from stone chunks, too, and should be both plentiful and easy to turn into paths, that, while not giving speed bonuses, be able to negate negative movement modifiers from soil, mud, etc. building a path over mud would, of course, require a lot more gravel and work as you'd have to create a small dam. same with shallow water. an option is the possibility to create dams in deep water, allowing passage or even building on it - allowing for highly defensive positions in coastal maps, for example. lots of possibilities with this one.
- so planters are supposed to allow growing indoors, and on rock, but they don't give the growth speed modifier? did I get that right? also, another matter would be the ability to dig up rich soil for use in planters/hydroponics, for an additional speed modifier, and the ability to create fertilizer both for normal growing and planters/hydroponics. what I would also love to see are lit hydroponics, ideally in a way which allows them to be shaped at will, like floors.
- there already are quite a few fueled variants of crafting benches of various kinds using fuel, namely the fueled smithy and cook stove.
- Ash shouldn't remove snow, it should a)prevent snow tiles from forming and b)prevent them forming into ice when it is spread after the snow fell (if snow was to turn into ice, there would be a chance of an event where a colonist would slip, and possibly hurt himself).
- I think oil should be handled more like geothermal spots, and at most form a kind of river running to the edge of the map, or a puddle.
- this could probably lead to plastic production later on.
- (sugar cane)other possibilities: lemonade and candy, and it could be used to sweeten meals, leading to a bigger mood boost when eating them. while we're at it, we might as well add coffee, too, which would, upon consumtion, create a health effect that causes higher consciousness, increases the rest value by a bit and reduces the rate at which it goes down upon consumtion, but inverts the effects with some extra once the effect wears off. some colonists might only like it with sugar in it.
also, I just thought of a (relatively) cheap way to make multiplayer happen, so I'm putting this here: basically, you could use something like a permanent visitor group to represent other players' colonists, and have them act exactly like them - the data ought to be relatively simple to transfer. I'm pretty sure any pawn can do all jobs - raiders can mine through rock, after all - so this shouldn't be hard to do. I don't know though, I have no idea how rimworld is coded.
EDIT: no idea if this qualifies as cheap, though. some parts certainly don't.
"Fixing" your pets so that they cannot breed. Have it as an operation under medical.
https://www.youtube.com/watch?v=leN5Vm3qdAY (https://www.youtube.com/watch?v=leN5Vm3qdAY)
If an unarmed colonist is attacking a very small (i.e squirrel) or downed pawn, it should say 'foot' instead of 'fist'.
I don't know what'd be funnier though honestly, the mental image of a colonist trying to curbstomp a manhunter pack of squirrels or punching.
It's very plausible this has been suggested, but fitting in with the theme of how many genetically modified things are in this game, (Wargs, Boomalopes, Boomrats, Devilstrand, Alphabeavers) I propose a genetically modified wood source which I've dubbed Megabamboo.
Pros:
Grows in a day
Cons:
Very low wood yield to make up for the grow speed
Spreads like wildfire: Can take over your entire map
Or we could add an incident. Megabamboo! Think the opposite of alphabeavers.
Quote from: newcadence on April 29, 2016, 08:21:30 PM
It's very plausible this has been suggested, but fitting in with the theme of how many genetically modified things are in this game, (Wargs, Boomalopes, Boomrats, Devilstrand, Alphabeavers) I propose a genetically modified wood source which I've dubbed Megabamboo.
Pros:
Grows in a day
Cons:
Very low wood yield to make up for the grow speed
Spreads like wildfire: Can take over your entire map
Or we could add an incident. Megabamboo! Think the opposite of alphabeavers.
i can imagining myself exploding the shit out of this plant :) build a wall of stone around your base and let the megabamboo spreed all over the map. then each time there are raiders i trow out a molotov and watch the world burn around my colonists. then plant a new bamboo next morning :D its will be glorious do make it happen
I'd like to request a "reroll" button for the generated colony name. Basically, a button that would grab a new name from whatever internal list of potential names the game has, for when you get a name you don't like, but can't think of one you want to use yourself.
I wanted to make my colony melee only, but I noticed a huge problem with that. You cannot order more than 1 colonist to engage a target in melee, like you can for ranged weapons. So it would be nice, if right clicking on enemy, when you have more colonists, equiped with melee wapons, selected made them target that enemy in melee.
Quote from: Mkok on April 30, 2016, 08:10:03 AM
I wanted to make my colony melee only, but I noticed a huge problem with that. You cannot order more than 1 colonist to engage a target in melee, like you can for ranged weapons. So it would be nice, if right clicking on enemy, when you have more colonists, equiped with melee wapons, selected made them target that enemy in melee.
You can. Pause, then right-click each to manually melee. The option cancels itself out whenever the pawns are hit for whatever reason.
Quote from: Goldenpotatoes on April 30, 2016, 09:20:10 AM
Quote from: Mkok on April 30, 2016, 08:10:03 AM
I wanted to make my colony melee only, but I noticed a huge problem with that. You cannot order more than 1 colonist to engage a target in melee, like you can for ranged weapons. So it would be nice, if right clicking on enemy, when you have more colonists, equiped with melee wapons, selected made them target that enemy in melee.
You can. Pause, then right-click each to manually melee. The option cancels itself out whenever the pawns are hit for whatever reason.
Actually, you can group order melees to attack with the new fire command. If you select multiple melee and give the attack order in their selected unit menu, they will all move to engage that target.
You should add windows
If hunting colonist just finished the hunt task and would go to sleep, he/she should haul (if able) the body and take it to the stockpile right before going to sleep (example condition: if no hauler reserved the body for the task). Now it is just left wherever it has hit the ground to spoil, until an available hauler takes it or I prioritize every time.
While assigning area order, to have a button to switch between default rectangular dawing and.. CIRCULAR AREA ORDERS!
rooms/perimeter walls, stockpiles, mining, (un)roofing, flooring, hunting, hauling, all you can draw.
You click and drag one side: a circular area order is given, it has the center where you first click and radius the distance to relase click position.
There is a few ideas that I think could be implementable without breaking balance, these ideas are covered by mods already but a vanilla version would make sense:
- Mending= A way to repair damaged items (weapons, apparel, armors)
- Scar healing= It is inconceivable at the golden era of space travel that you can't fix a puny scar on your torso via surgery of special medicine.
These next ideas here may not be covered by mods but again make sense in a survival game:
- Water mechanic=Thirst, pipe systems, sewers, water extraction/recycling.
- Water based furniture= Toilets, bathtubs, showers, sinks as hygiene should be a decisive factor in the game(immunity gain speed, chances of diseases)
These last ideas are a few ideas about clothing and cloth:
- The Synthread/Hyperweave production= basically what is says, the possibility of manufacturing those two high end cloth types with an appropriate high cost.
- Cloth/Leather type selection in Outfit menu= For those like me who like to have uniform clothing amongst your colonists.
Animal excrement should fertilize the soil for crops (elephants, horses, pigs)
-assign a sleeping spot to pets
-manually rename your pets
among the set appeal, the set what cloth your colonists gonna were.
i like to see a "set all" button.
a way to quickly set all your colonist to "battle ready" picking up their armor and helmets
and east change back to "work cloth"
the whole individual changing is great but also a bid tiring.
or perhaps something i the alley of a danger button that allows all colonists to priority picking up armor. and telling them to haul them ageing once its unchecked
I want to say: "Produce X a day"
Quote from: christianmc1101 on May 04, 2016, 03:50:21 AM
I want to say: "Produce X a day"
OOOOOOH MY GOD, PLEASE TYNAN, PLEASEEEE
Just though of it, since there are a variety of weapons in the melee and shooting categories why not add a trait which makes a colonist prefer a specific type of weapon. They could all be under the same trait but the trait itself rolls a dice to see what kind of weapon the person prefers. ex: swords, maces, sniper rifles, rocket launchers, grenades. This trait could give the colonist a slow passive training while the colonist is "relaxing" because they are really enthusiastic to learn about the weapon and gain a small mood boost when it's equipped. On the flip side they take a mood hit if they don't have it equipped, and if they interact negatively with other colonists while having it equipped there is a higher chance of a social fight to occur because they were probably insulting their skill at using the weapon or quality of it (higher chance if low quality weapon?);b
LACK OF OXYGEN.
Colonists start feeling that oxygens is getting lower - air is getting poisoned.
8h after they can be alive only inside the colony.
There could be a special helmet to go outside. there could be filters that have to be changed to have the air breathable inside.
Holes in the walls represent leaks. Oxygen can be treated like warmness.
Opening of the door makes it go lower. There could be an oxygen producer.
I think could be fun to have to deal with staying only inside. Not under a roof like in the case of toxic rain.
tranquilliser gun or bow with poisened arrows - doesn't kill enemy/animal, makes them sleep (or super tired), only works on short distance
smoking - just like beer but with tobacco or herbs that you have to grow and turn into cigarettes for smoking. Herbs cigarettes make you happy, but also veeery hungry (and sleepy), tobacco cigarettes give chance of lung disease if smoked too much.
option to temporarily turn off tame animals following you into fight - "stay". sometimes I want my dogs to stay at home, because an enemy is too dangerous
Mounted animals that don't break the game?
Tie usefulness of riding an animal would be tied to Handling skill. Pawn mounts an animal... they move at the animals max speed*(H. Skill/20). Pawns with low Handling (ie don't know what they are doing) would actually move slower if they mount an animal. Shooting would be worse when mounted by the same factor Normal % to hit*(H. Skill/20). So shooting a gun off a horses back is a bad idea if you don't know what you are doing so you need high shooting AND handling to be able to hit anything. Melee would not have as bad a penalty and you add the animals melee attacks. Both would have a penalty dependent on handling skill. Mounted animals would only be useful for moving fast, melee/shooting, and hauling. They dismount when they start other tasks. A mounted pawn should be able to haul more per trip as an advantage to riding (maybe 150 units/load). Only animals above a certain size/intelligence can be trained up in riding (like they are for hauling) and maybe you need 10-12 trainings to make it an investment in the animal. Wildness slows down the speed of training so you aren't riding a rhino after a few days.
The possibilities are quite fun I think... beasts of burden, flash raids of tribal horsemen (Mongols on Rimworld!) - better get away fast!, a way to help that pawn with 2 peg legs become useful again w/o bionic legs, breeding herds for riding animals, Viking bear riders.
Quote from: jtnoel on May 05, 2016, 06:13:06 PM
Mounted animals that don't break the game?
Tie usefulness of riding an animal would be tied to Handling skill. Pawn mounts an animal... they move at the animals max speed*(H. Skill/20). Pawns with low Handling (ie don't know what they are doing) would actually move slower if they mount an animal. Shooting would be worse when mounted by the same factor Normal % to hit*(H. Skill/20). So shooting a gun off a horses back is a bad idea if you don't know what you are doing so you need high shooting AND handling to be able to hit anything. Melee would not have as bad a penalty and you add the animals melee attacks. Both would have a penalty dependent on handling skill. Mounted animals would only be useful for moving fast, melee/shooting, and hauling. They dismount when they start other tasks. A mounted pawn should be able to haul more per trip as an advantage to riding (maybe 150 units/load). Only animals above a certain size/intelligence can be trained up in riding (like they are for hauling) and maybe you need 10-12 trainings to make it an investment in the animal. Wildness slows down the speed of training so you aren't riding a rhino after a few days.
The possibilities are quite fun I think... beasts of burden, flash raids of tribal horsemen (Mongols on Rimworld!) - better get away fast!, a way to help that pawn with 2 peg legs become useful again w/o bionic legs, breeding herds for riding animals, Viking bear riders.
YES!!! Especially with the viking bear raiders. Much better than the moose or elk riding ones.
Remove 'Jealous', keep 'Greedy'.
'Jealous' colonists are trivial to satisfy: just give them a room 1 tile bigger or with 1 more tile of stone floor. It has no interesting effect in practice. The exception is when another colonist is Greedy. Then both must have actually good rooms.
But the net effect is the same as if both colonists were Greedy. You may as well remove the 'Jealous' trait from the game. I feel sorry for suggesting it in the first place.
Here is my half-penny idea.
Make "bad back" hediff the spine instead of the torso. Please.
Quote from: king komodo on May 06, 2016, 08:56:50 PM
Quote from: jtnoel on May 05, 2016, 06:13:06 PM
Mounted animals that don't break the game?
Tie usefulness of riding an animal would be tied to Handling skill. Pawn mounts an animal... they move at the animals max speed*(H. Skill/20). Pawns with low Handling (ie don't know what they are doing) would actually move slower if they mount an animal. Shooting would be worse when mounted by the same factor Normal % to hit*(H. Skill/20). So shooting a gun off a horses back is a bad idea if you don't know what you are doing so you need high shooting AND handling to be able to hit anything. Melee would not have as bad a penalty and you add the animals melee attacks. Both would have a penalty dependent on handling skill. Mounted animals would only be useful for moving fast, melee/shooting, and hauling. They dismount when they start other tasks. A mounted pawn should be able to haul more per trip as an advantage to riding (maybe 150 units/load). Only animals above a certain size/intelligence can be trained up in riding (like they are for hauling) and maybe you need 10-12 trainings to make it an investment in the animal. Wildness slows down the speed of training so you aren't riding a rhino after a few days.
The possibilities are quite fun I think... beasts of burden, flash raids of tribal horsemen (Mongols on Rimworld!) - better get away fast!, a way to help that pawn with 2 peg legs become useful again w/o bionic legs, breeding herds for riding animals, Viking bear riders.
YES!!! Especially with the viking bear raiders. Much better than the moose or elk riding ones.
also add a "charging" modifier that increases damage based on movement speed - riding a horse at a full run means even holding your weapon so that it hits the enemy, it deals a lot of damage. this could be a feature for non-mounted colonists as well, which would sprint up to their enemy to deal additional damage.
I don't think this has been suggested here, but it would be great to be able to put pets in the space ship so you don't abandon them at the end of the game.
https://ludeon.com/forums/index.php?topic=19972.0
Quote from: soulkata on April 09, 2016, 06:17:34 PM
A cheap idea is to put store the permadeath mode on a global option, then the new game screen pick a default value.... (Because I always forget to set the value to true!)
Yes, this! I am currently hunting the forums for a way to turn permadeath on
after starting the game. >_<
Having it set to always be on would be great, but otherwise just pull it out of the advanced options so I don't forget about it.
Raspberry pie, a food made from raspberries, and some kind of grain, using much more labor than meals, more ingredients, on average, but providing a very filling, joy giving food for people which can be made in the colony.
Would require wheat maybe as well, but still seems reasonably cheap all things considered.
What about creating "Armory" furnitures? A place to store armors, and appareal to not get worn. When a colonist get drafted, it priorizes to fetch Drafted state equipment.
On Gear page it would be possible to create option to store that item in Armory for the time to come.
It could be random, or selectable, but also pre-created by the game with a bit of lore.
What was the ship's mission before it crashed determining your team.
A scientific purposed mission: top farmer, top researcher, low builder/miner (these three also have medium doctor status)and a low guard/hunter
A prisoner transfer: top guard/hunter, medium builder/miner, medium farmer/butcher and one prisoner
A military ship: top guard/hunter, top builder/miner, low farmer/butcher, low researcher
These are just examples. Obviously these would also have secondary skills that i can't get into at the moment but if it's a good suggestion then i can expand ( however i am leaving today for a job far away and i don't know if i'll have any time in the next 6 months). An example would be that in the military ship scenario you get an officer (no need to add this as a trait, just as lore) who is a good hunter/builder/farmer (survival skills) and a medium(or low) doctor (first aid skills). However the rest of the team's skills would suffer.
Also, you could get an interesting intro scenario of what the mission was all about and the names of the people. This way you get attached to your team before you even begin to play. You could even design the entire crew and then get a random four people (one in each perspective field) that survived from that particular crew - although that's a bit of a longshot.
Other missions could be
Construction ship, Trade ship, Exploration ship, or digging deeper a research ship whose mission was to research and explore a Transcendent world. Space pirates, tribals that were slaves in a slaveship and ended up surviving the crash, anything goes.
Some other aspects would be to add where do these come from to determine certain perks (like starting resources or researches), so for example if it comes from a glitterworld then they should start with some perks of that world.
However one of these scenarios should be the scenario as it is now. The default one. Maybe a "cruise ship" which was supposed to be for vacations, so you get random people.
The good thing about these scenarios is that you will be able to provide a predetermined experience to the player, while leaving the choice to him. Also, there is nothing that needs to be added apart from text and creating characters according to each scenario. Obviously there would be some need for balancing (maybe one mission is too hard, another is too easy), however nothing new is being added code-wise.
This could later on affect the ending, each scenario could have its own, maybe the military group has to bring its mission to completion, maybe the war is over until that point.
Also, some scenarios could be unlockable by certain events. So for example, as one stated in some endings/triggers he wrote about, if you get everyone united under a cyber-hive mind, then you can unlock a team that comes from a transcendent world (how cool would that be) but again, that's for later on.
To sum up: My cheap idea is to implement the ship's original mission which determines what your team will be, while keeping the default option of the team being random (or "rolled" let's say).
Option (via tick box) to cycle through pets with keyboard short-cuts.
Some pets have a lot of time invested in them and they're useful - would be good to be able to cycle through them to make sure they're able to go to the right areas, be given medicine, assign them a master etc.
I don't know if it's suggested, but being able to assign pet beds like people beds would be nice with the bonded animal thing, or even just in general to help keep certain animals places.
Quote from: Lascer on May 11, 2016, 11:02:53 AM
I don't know if it's suggested, but being able to assign pet beds like people beds would be nice with the bonded animal thing, or even just in general to help keep certain animals places.
I guess you COULD assign a separate zone for every animal and remove all beds but that animal's from it.
So that animal would be allowed everywhere except for other animals beds. Clever.
My suggestion above would compliment either methods but I do think assigning beds would be great.
There is limit of 5 animal areas so this idea not working any time soon.
The event "Reinforcement":
during a raid the same raid is executed again, presented as a reinforcement of it doubling the initial enemie's squad.
Further reinforcements could still be possible!
This could help balancing late game instead of ridicoulous numbers all at once, and making battles last longer.
On the Deconstruct button, show a tooltip telling the (estimated) amount of resources and components I'd get. I'm currently playing permadeath, have 24 components and need 18 more to afford 10 cryptosleep caskets. I might get enough by deconstructing my base, but I don't know.
Either way, components as a game mechanic suggest a recycling approach.
Quote from: b0rsuk on May 12, 2016, 02:50:34 AM
On the Deconstruct button, show a tooltip telling the (estimated) amount of resources and components I'd get. I'm currently playing permadeath, have 24 components and need 18 more to afford 10 cryptosleep caskets. I might get enough by deconstructing my base, but I don't know.
Either way, components as a game mechanic suggest a recycling approach.
Agreed!
+1 to that!
Also, people & pets don't like being sold. Selling a pawn (colonist, prisoner, or bonded pet) should create a negative one-way (two-way?) relationship between that pawn and whoever sold them.
Quote from: b0rsuk on May 12, 2016, 02:50:34 AM
On the Deconstruct button, show a tooltip telling the (estimated) amount of resources and components I'd get. I'm currently playing permadeath, have 24 components and need 18 more to afford 10 cryptosleep caskets. I might get enough by deconstructing my base, but I don't know.
Either way, components as a game mechanic suggest a recycling approach.
+1, that would be super helpful.
Breathing and blood pumping should affect movement speed. In general people with weak hearts or one lung can struggle with things like walking up stairs, they shouldn't be moving at the same speed as everyone else.
add the option to tell a drafted colonist to NOT shoot at an enemy. I don't want my shotgun colonist firing into a brawl.
Second that - don't want my pawns shooting at my pack of attack-Boars.
Glitterworld Meal
15 crops, 15 meat, 10 insect jelly
not sure what the perks would be though, but it could go along the lines of mood boost
personal shields for animals. otherwise, they just get shot by my turrets.
Clean dirt before snow and why snow has negative beauty
Frag grenade launcher and Emp grenade launcher
Executions. Making hunters move up on a downed animal is a step in the right direction, but when it takes 6hrs to kill a downed animal at point blank because the hunter is simply missing just frustrates me so much. Instead of going up to continue shooting the animal why not just have it like the slaughter button on domestic animals.
Also tone down the berserk mental state a tad cause that can also hurt the fun. Especially when a colony is going through hard times from no fault of the player like mass sickness or something, someone can be going berserk daily. Imagine writing a colony journal like Ive read some people do, and every single day it just reads this person went berserk because he didn't clean up his room. It gets tiring. Maybe make people go berserk for things that really matter like their spouse died, cause that will give that tantrum so much more meaning!
And talking about cleaning up his room, WHY DON'T COLONISTS DO THAT?! Its only reasonable that you tidy up your room and not expect your friend to clean it for you.. Maybe add it to joy or something, to make people care about the state of their rooms.
Anyway, Rimworld is my favorite game, keep up the good work! :)
Lock the camera to a pawn via keyboard shortcut.
Quote from: Tacopaco on May 13, 2016, 03:14:19 PM
Glitterworld Meal
15 crops, 15 meat, 10 insect jelly
not sure what the perks would be though, but it could go along the lines of mood boost
Temporary Blood Filtration bonus? Possibly a temporary hunger speed gain reduction?
Brought up in another thread, but:
Can we get a letter notification when a kidnapped colonist shows up, similar to how we get one for family members please? It seems they can return, but no notifications. How many have been killed by former friends without even knowing it?
maximum skill level on benches or only alloy certain individuals use of a bench?
Bayonets. Or maybe being able to hold a small melee weapon (shiv/knife/club) alongside your gun. Or even being able to smack raiders with the butt of your Lee-Enfield.
Powered doors operate the way temperature control units work, with three different states:
1) Off - colonist has switched this door into fully manual mode, no power drain, operates like an unpowered door.
2) Low - door is on and can can open quickly, but isn't being used so power draw is quite low.
3) High - door is on and has been used recently, power drain temporarily spikes to power motor.
I don't know if there's a practical code reason why this hasn't been done before, but the current state of powered doors being perpetually ON (there's no off switch) and constantly draining large amounts of power is a bit unrealistic and frustrating. If an eclipse hits, I can turn off all my lights and other non-essentials, but doors just keep draining no matter what.
For each weapon carried by a centipede have slightly different centipedes, each has its own
body parts hit point, scale size(/color), strenght value when generating raids.
The rest as is.
Maybe add an additional starting outfit that excepts all types of clothing, but only those with quality normal and above and damage 50% and above. Every game I have to make this outfit and assign it to the colonists to avoid mood debuffs. Maybe call it "nice"?
Quote from: Sicdoc on May 16, 2016, 01:06:39 PM
maximum skill level on benches or only alloy certain individuals use of a bench?
this is already a thing!
Quote from: charkesd on May 17, 2016, 10:01:13 PM
this is already a thing!
Maximum(So you can train your noobs), not minimum
hm
well i usually make 2 benches and on one of them have no skill min and a quote of 5, then on the second bench have a quote of 7 or 8, but a skill min of like 16 or something, and only make out of the good mats.
that way the colonists will always have choice apparel to wear!
i GUESS if you did this and had 2 benches and got alot of mats at once you could do something like that bc both tailors would be working to meet the quota
but i agree it should be a slider with 2 ends!
I was thinking watching Blitz' lets play. Is it possible to change operation language in the dropdown menu depending on situation?
So an uninjured missing person is 'transplant' or something similar
An injured limb is 'replace'
A missing limb is 'install'
Just cause twice now in the current series, wrong body part replaced and today's episode almost again. I double/triple check out of habit, but amputations are uniquely flagged so is it possible to do it quickly for limbs and organs?
Silly little suggestion: when a character gets a scar, there might be a coinflip chance of it being a badass, cool dude scar or being a gross disfiguring scar. That way at least not everyone with a scar on their eye is -15 in relationships (which feels excessive, IMO) and might even have a bonus. I'd trust the cool warrior dude with scars on his eye :)
Snow angels :P
I noticed that other factions have faction leaders yet your colony doesn't. Why not add a feature where one colonists (most likely the one with the highest Warden skill) becomes the leader shortly after landing. This colonist will also probably need to have high positive social standings with everyone. Being the leader would give perks to others around them like increased mood. But when the leader dies there is a larger negative mood effect. Then when it comes to picking the leader those who are greedy will be upset for a while when not elected leader. There could even be things like good and bad leaders.
Quote from: carbon on May 17, 2016, 12:25:31 PM
Powered doors operate the way temperature control units work, with three different states:
+1
Should be in the game, but in the meantime, try CCL Vanilla Tweaks. Does exactly that.
I believe this post I made might belong here?
https://ludeon.com/forums/index.php?topic=20208.0
when a colonist is Dazzles... and drop their things... it really suck to look all over the map after his pants..
make things dropped auto haul able... its really silly that colonists don't automatically the next morning pick up their pants.
next. make animals show what kind of food they eat.... (when you click on them)
i know most people know what a bear eat.. but then you look at a boomrat and wonder? meat or vegetable?
you might also in the future add more alien animals where its good to know, since breeding on meat eaters tend to start a fire or turn into animal starvation....
Regarding animals you can already find out what animals eat - click on the "i" on their info-card to bring up details including what they eat, how much they can carry how much damage they do etc.
Quote from: carbon on May 17, 2016, 12:25:31 PM
Powered doors operate the way temperature control units work, with three different states:
1) Off - colonist has switched this door into fully manual mode, no power drain, operates like an unpowered door.
2) Low - door is on and can can open quickly, but isn't being used so power draw is quite low.
3) High - door is on and has been used recently, power drain temporarily spikes to power motor.
I don't know if there's a practical code reason why this hasn't been done before, but the current state of powered doors being perpetually ON (there's no off switch) and constantly draining large amounts of power is a bit unrealistic and frustrating. If an eclipse hits, I can turn off all my lights and other non-essentials, but doors just keep draining no matter what.
+1
Jetpacks!
- worn in the armor slot.
- you fly! no bad leg problems anymore: sets speed of the wearer at a value deponding on the quality, ignores floors and things speed debuff (will you be faster than a thrumbo?).
- (acceleration mechanics?).
- very fragile: low hp, high deterioration.
- you float some centimeters from the ground.. may or may not require a proper puffpuff animation, no more.
- when stopping from moving, but not a further move action, the first action takes some seconds, this simulates landing time.
- (if you could implement some sort of energy to refill, that would be outsanding)
Wheelchairs might be a little more realistic 😉
Not a cheap idea though!
Generic animal names such as "Chick 1" change as the animal ages. So 'Chick 1' might become 'Hen 3' when it comes of age.
Most of it should be cheap.
* Make cats meow less. On full speed, it's full concert all time.
* There is zero need for stuff lying on the ground to be in locked state by default. I'm sure every player in every new colony spends first 10-15 minutes of play time just for zooming in and out, doubleclicking and trying to find and unlock all locked resources. Why?
* Make animal hauling and owner following work for real (I doesn't at the moment. My husky is always wandering around far from owner even though fully trained and I've see him help with carrying farm crops only once during 4 hours of playing - and I don't know what even triggered this helpful, rare sight).
* Muffalos sleeping in bedroom (because there's animal bed) looks funny, but weird
* Animal release should be automatic and animals surely should outpace their owners! Right now, I click release and War Zoo™ arrives from hell-knows-where only when owner is already ripped apart and bleeding out
* Instead of very complex and very static area system, I'd love if I could just click on a room, and have "no pets allowed" button somewhere. Might be as simple as to mark door regions around room with similar flag that works for wild animals. No more muffalos crapping up my hospital while we have a flu breakout! Or wargs having lavish dinner parties in my food storage room while my colonists are breaking sweat at mines.
* I often wish my colonists would have some kind of schedule. Like breakfasts together. A hour in living room in the evening. Only thing that's more or less syncronized is sleep time right now. Once again, area/restraint system is very little of help here, I'd rather not use it.
* Colonists should be more cooperative generally. Right now, every colony feels like a factory where no worker knows others. Instead of priority system, I wish I had a designated cook that gets up half a hour (or whatever that is in game time), prepares breakfast for all and lays the table.
Or entire colony would go harvesting crops together, instead of entire field of dropped potatoes (no one's hauling!) for half of the autumn... or fight fire together, instead of sleeping peacefully while half of house is burning... or go hunting together. And always help a fellow colonist who's being chased by crazy squirrel, instead of watching clouds next to him or whatever.
Priority system is still weird and the moment you turn it to manual, goes broken quickly.
* Speaking of priorities... cleaning should be different.
Unless you have a single, otherwise talentless colonist assigned to only clean from noon till dusk, every colony looks like Queen's nest from Alien movie. This is not natural nor realistic. Cleaning takes way too much time, has way too little effect, lasts way too short and is way too low on priority list. Also, unless born without arms, I cannot image someone that wouldn't be able to clean (or haul, for that matter) at all. I'd make cleaning essential and semi-automatic skill for everyone, and maybe balance this with traits like "messy" and "orderly" or something
* I think (some of the) hauling should be a part of optimized movement. I know it's tricky to code.
But miner coming home, should grab a handful or steel, going towards home anyways. A plant cutter should take some potatoes with him if he's finished cutting and goes to eat lunch. Builder going to storage to grab lumber for construction could also take limestone blocks he just deconstructed from reclamined wall. And so on.
Basically, colonist, each time when going somewhere (unless it's a fire or fight), should check few nearby regions for items that need hauling, and few regions around his intended waypoint if there's suitable storage area nearby.
I imagine technically, each item that can be and should hauled has a passive waypoint before being picked up. So empty-handed colonist could easily check if him going to waypoint would help item to get closer to its passive waypoint and if so, just carry it or take a little detour and finish it's path.
I can see how it could cause some confusion for player at first, but the optimizing effect would be well worth it. Right now, great chunk of "playing the game" is just waiting and waiting for mundane things to get done.
Cutting up 50-tile rice field is guaranteed to have a field full of harvested, unhauled rice for next two seasons. Unless you go through priorities and make sure that hauling is ONLY thing your 6 colonists will do now... (still) for a whole season.
* If there's starvation, colonists' AI should be intelligent enough to automatically harvest raspberry bush next to base door instead of dying due hunger next to it. There's enough micromanagement as it is
* I think rather cheap would be to remove some cheap stuff and replace it with something else.
Stone floor textures are is cheapest stuff I've seen and could surely use some variety, even if they're still placeholder. Adding few new textures shouldn't take any time at all.
* Ceiling lights. Or invisible ones. Whatever.
I don't know why, but I make 2-tile wide corridors ONLY because a light the size of a full tile in 1-tile wide corridor feels wrong and impassable (even thought it's really not). Alpha or not, if we're staring at same stuff for hours and hours (and Rimworld is very slow game), aesthetics start to matter.
* Time to remove hoppers from nutrient paste dispenser, due temperature system. I wanted to have NPD as a backup, but gave up, because colonists started filling hoppers with food instead of storing it in dedicated, sub-zero temperature area. Which let food go rot.
So remove hoppers. Or, justify crazy amount of power nutrient paste dispenser takes by having hoppers next to it be liquid nitrogen-cooled or something.
* Squirrels, hare, etc offer too much resistance, bruises and infectious bites. It's funny to see colonists die, but it's way out of realistic balance right now. Snapping a neck isn't that hard.
* That's quite cheap to make but awesome to have: extra point allocation system in character creation a la Neo Scavenger, Wizardry 8 or Crusader Kings 2. You get your random rolled stats, and you get some extra points to invest in skills, so you could fine-tune a bit. A bit, not change colonist entirely. You can take a good trait and have less points to distribute or bad trait/injury and have more points, etc.
But I'm sure it's suggested already and not once. Crusader Kings 2 pulled this off perfectly imo, by connecting "points" directly to age (you can be a master schemer, but it took 20 years of your characters lifetime to get that good... or something). Rimworld could add injuries and chronic diseases, peg legs, etc to age to make it even more costly.
* Building sets. I pick wall and floor type and drag a rectangle, just like zones. And a house will be built.
Quote from: InCreator on May 20, 2016, 09:34:08 PM
Most of it should be cheap.
* Make cats meow less. On full speed, it's full concert all time.
The game should cater first to people on normal speed. Although differential rate at which meowing occurs based on the speed of game could be done, although that might not be considered cheap.
Quote from: InCreator on May 20, 2016, 09:34:08 PM
* There is zero need for stuff lying on the ground to be in locked state by default. I'm sure every player in every new colony spends first 10-15 minutes of play time just for zooming in and out, doubleclicking and trying to find and unlock all locked resources. Why?
I believe this might have something to do with items in unexplored areas being tradable and accessible if they aren't forbidden, but I don't know.
Quote from: InCreator on May 20, 2016, 09:34:08 PM
* Make animal hauling and owner following work for real (I doesn't at the moment. My husky is always wandering around far from owner even though fully trained and I've see him help with carrying farm crops only once during 4 hours of playing - and I don't know what even triggered this helpful, rare sight).
Animals only follow owner if owner is drafted.
When you are at a crafting bench lets say the stonecutter. There is a setting that let's you choose what skill the colonist has to be to craft, well what about a button that does this ''allow colonists with passion only'' so if my colonist doesnt have a burning crafting skill then he won't be able to craft at the stonecutter bench
in the stone cutting there's a slight problem.
if you wish to have someone cut 200 sandstone. it somehow count all the stone bricks you already have.
so a Until 200 Sandstone is considered done if there's already 300marble.... :)
Quote from: Ace_livion on May 21, 2016, 09:53:36 AM
in the stone cutting there's a slight problem.
if you wish to have someone cut 200 sandstone. it somehow count all the stone bricks you already have.
so a Until 200 Sandstone is considered done if there's already 300marble.... :)
There is a mod called stonecutting tweak wich basicaly adds diffrent bills to stonecut difrent type of blocks
Lawns - use with growing zones - slightly higher Beauty score then tiles floors , maybe equal to or higher then smooth floor
- Managed my cleaner
Bridger's and piers - making pathways over swamps and water
Worship Areas and Shrines - Worship areas for joy bit like a TV (Room), Shrines more personal to pawns - statue/art could be make as shrine to be visited for joy and also has Beauty score.
Quote from: Spectreofoz on May 22, 2016, 12:31:05 AM
Lawns - use with growing zones - slightly higher Beauty score then tiles floors , maybe equal to or higher then smooth floor
Man! I would love this! As it stands, I do faux lawns by using green carpet outdoors. Astroturf win! Hay doesn't look right either for the job.
Arsonist Trait .... An admiration to setting fires... could have a chance to randomly set fires especially during joy designated time..... high mood boost for holding fire related weapons ....
Quote from: NabsII on May 22, 2016, 08:46:32 AM
Arsonist Trait .... An admiration to setting fires... could have a chance to randomly set fires especially during joy designated time..... high mood boost for holding fire related weapons ....
Perhaps pyromaniac would fit a bit better but not a bad idea. I'm certain I would love to have a charge rifle but incendiary and grenade launchers sound like even more fun.
Quote from: Songleaves on May 21, 2016, 12:26:20 AM
Quote from: InCreator on May 20, 2016, 09:34:08 PM
Most of it should be cheap.
* Make cats meow less. On full speed, it's full concert all time.
The game should cater first to people on normal speed. Although differential rate at which meowing occurs based on the speed of game could be done, although that might not be considered cheap.
dude. nobody uses normal speed for the majority of time played. normal speeds is for dangerous situations where micromanaging is important to keep your colonists alive, like raids or infestations. playing only on normal speed means you'll get really, really bored. I honestly think that as it is, we don't have enough time acceleration.
perhaps adding multiple levels/floors to the games as when I'm playing, I hate expanding outwards as in some cases its difficult to expand and I really love playing in the tropical forest but I can't because then I'm using nearly the hole map and its harder to maintain and keep my colonists safe. I think this is a good idea as your not going to use up all the land for rooms you could place on top of, this would be amazing if you added multiple levels/floors to the games
stairs cost: 25 metal - 75 wood
stairs: W,L,H - 1x4x1
labour cost: 20s
Few ideas:
Colonists should clean their own bedrooms as a joy activity - similar to meditation or going for a walk. Makes more sense than having the designated maid bust in to your bedroom and clean it while you're out at work in some ways.
Animal sleeping spots (and cloth animal beds etc) in bedrooms should be restricted to whoever's bedroom's pet it is - e.g. if John has a husky assigned to him, the husky should sleep in John's bedroom if there's an animal sleeping spot in it, rather than a random llama. I know this can be worked around with designated animal areas but if there's backend stuff that can be done to make this happen it'd be really cute.
Manned turrets? Similar to mortars as they are currently? I know we have the sentry turrets currently, but having bigger stationery guns could be a really cool thing - be they minigun turrets, rocket turrets or another kind. If raiders who drop directly on you took one of these over that could lead to a really climatic battle too! They'd have a high initial resource cost and maybe require constant ammo manufacturing like mortars?
Smooth walls:
Lets say you have a cave base and instead of replacing the walls you could just smooth them so you could get a neutral effect or a +1 effect (for beauty). They would take a long time to smooth though, but not too long because they would be pointless. Long enough so that's you can weigh your options
Whenever you click on a corpse, It should show the cause of death, i.e. Starvation, blood loss, etc.
Quote from: yaplash on May 22, 2016, 10:14:09 PM
Whenever you click on a corpse, It should show the cause of death, i.e. Starvation, blood loss, etc.
Maybe something subtle for deaths caused by the story teller when they don't want you recruiting more colonists from prisoners - "shock" or something
Quote from: Poochie on May 22, 2016, 10:49:09 PM
Quote from: yaplash on May 22, 2016, 10:14:09 PM
Whenever you click on a corpse, It should show the cause of death, i.e. Starvation, blood loss, etc.
Maybe something subtle for deaths caused by the story teller when they don't want you recruiting more colonists from prisoners - "shock" or something
I like.
Much wow.
+1
a trait that has less or none debuff when crowded around and has debuff when alone
It'd be nice to be able to export a medium or high-res screenshot of:
- the whole map
- your home area
- ??
I really like seeing others bases, but a lot of these screenshots online are not zoomed enough to see both the overall view and the details of exactly what's going on.
Intro.
Cutscenes showing the 3 guys escaping from the spaceship, and the escape pods falling on planet after the explosion.
Quote from: MrRocket50 on May 24, 2016, 04:33:54 PM
Intro.
Cutscenes showing the 3 guys escaping from the spaceship, and the escape pods falling on planet after the explosion.
YES PLEASE
Maybe also something similar for the end?
Quote from: yaplash on May 24, 2016, 05:26:21 PM
Quote from: MrRocket50 on May 24, 2016, 04:33:54 PM
Intro.
Cutscenes showing the 3 guys escaping from the spaceship, and the escape pods falling on planet after the explosion.
YES PLEASE
Maybe also something similar for the end?
Maybe something like this (I tried): http://s33.postimg.org/i2gkx7pjz/ending.jpg
Quote from: MrRocket50 on May 24, 2016, 05:44:56 PM
Maybe something like this (I tried): http://s33.postimg.org/i2gkx7pjz/ending.jpg
+1
Quote from: MrRocket50 on May 24, 2016, 05:44:56 PM
Quote from: yaplash on May 24, 2016, 05:26:21 PM
Quote from: MrRocket50 on May 24, 2016, 04:33:54 PM
Intro.
Cutscenes showing the 3 guys escaping from the spaceship, and the escape pods falling on planet after the explosion.
YES PLEASE
Maybe also something similar for the end?
Maybe something like this (I tried): http://s33.postimg.org/i2gkx7pjz/ending.jpg
Please accept one of my internets
Quote from: Nitro1248 on May 25, 2016, 09:32:33 AM
Quote from: MrRocket50 on May 24, 2016, 05:44:56 PM
Quote from: yaplash on May 24, 2016, 05:26:21 PM
Quote from: MrRocket50 on May 24, 2016, 04:33:54 PM
Intro.
Cutscenes showing the 3 guys escaping from the spaceship, and the escape pods falling on planet after the explosion.
YES PLEASE
Maybe also something similar for the end?
Maybe something like this (I tried): http://s33.postimg.org/i2gkx7pjz/ending.jpg
Please accept one of my internets
Why thank you.
The current ending with black screen is a bit boring, specially the when you see it the first time.
Quote from: MrRocket50 on May 25, 2016, 11:58:23 AM
Quote from: Nitro1248 on May 25, 2016, 09:32:33 AM
Quote from: MrRocket50 on May 24, 2016, 05:44:56 PM
Quote from: yaplash on May 24, 2016, 05:26:21 PM
Quote from: MrRocket50 on May 24, 2016, 04:33:54 PM
Intro.
Cutscenes showing the 3 guys escaping from the spaceship, and the escape pods falling on planet after the explosion.
YES PLEASE
Maybe also something similar for the end?
Maybe something like this (I tried): http://s33.postimg.org/i2gkx7pjz/ending.jpg
Please accept one of my internets
Why thank you.
The current ending with black screen is a bit boring, specially the when you see it the first time.
Alpha 14: The end screen update.
menu that lets you enable/disable forbidden for all items on the map
could even be exactly like allowed menu for storage zones.
Cheap idea; control over where visitors go. On my latest playthrough, I've got a castle-like construction in the middle of the map, and visitors aggregate around the outside wall, preferably as far away from the courtyard as possible. Something with zones, or something similar to the party-spot, please.
Quote from: charkesd on May 25, 2016, 09:20:17 PM
menu that lets you enable/disable forbidden for all items on the map
could even be exactly like allowed menu for storage zones.
+1
I would love this so that my pawns just go and grab eggs and don't need me to micro-manage egg-collection - eggs all start off as not-allowed.
Cats and felines in general should be nocturnal predators. Animal world equivalent of Night Owl. They should sleep during day and become active at night.
Quote from: b0rsuk on May 26, 2016, 01:46:51 PM
Cats and felines in general should be nocturnal predators. Animal world equivalent of Night Owl. They should sleep during day and become active at night.
Yep, this is a must for A14
+1
Quote from: b0rsuk on May 26, 2016, 01:46:51 PM
Cats and felines in general should be nocturnal predators. Animal world equivalent of Night Owl. They should sleep during day and become active at night.
+1
Quote from: Jonofwrath on May 26, 2016, 07:16:33 AM
Quote from: charkesd on May 25, 2016, 09:20:17 PM
menu that lets you enable/disable forbidden for all items on the map
could even be exactly like allowed menu for storage zones.
+1
I would love this so that my pawns just go and grab eggs and don't need me to micro-manage egg-collection - eggs all start off as not-allowed.
if the eggs are dropped in a home zone they are unmarked, as well as most items except for weapons i think
Quote from: charkesd on May 26, 2016, 03:49:37 PM
Quote from: Jonofwrath on May 26, 2016, 07:16:33 AM
Quote from: charkesd on May 25, 2016, 09:20:17 PM
menu that lets you enable/disable forbidden for all items on the map
could even be exactly like allowed menu for storage zones.
+1
I would love this so that my pawns just go and grab eggs and don't need me to micro-manage egg-collection - eggs all start off as not-allowed.
if the eggs are dropped in a home zone they are unmarked, as well as most items except for weapons i think
Oooooooooooooooh. K.
The reason one might not want their farmyard area in the 'home' area is cleaning. Home areas get cleaned. It might be an idea to be able to change that - a 'don't clean' area like the 'don't roof' area perhaps?
i still think a 'clean area' would be very handy too - draw out areas with various importance to clean as a priority. Only areas designated to clean get cleaned if you un-tick just clean areas designated as 'home'.
I'm pretty sure you can make that allowed zone all over the map and steal every prey from the predators. Will be hard to implement to counter this i think
In the work tab: allow sorting of the colonists when clicking on a skill. this order will be in other tabs too.
Installing and Repairing bionic parts consumes components.
Domestic cats are usually crepuscular, although we may just want to keep their sleep schedules aligned with the colonists so they can interact with them more.
I think when furniture is produced that contains an "art" description, a beauty buff should be added to the furniture.
"petting" joy activity. also, implementing relationships between colonists and animals, which determine how well the animals follow orders. petting would increase this relationship, as would nuzzling and simply doing stuff together.
Friendly fire - have pawns choose enemies that don't have friendlies in the way.
Grizzly bears should have higher damage
- If a prisoner has much better social skill than the warden, he/she should have a small chance to recruit the warden instead and attempt to break out with his help.
- If a pawn's health reaches a certain threshold, then he/she gets rescued and starts healing successfully, he/she should get a temporary mood boost called "Lucky to be alive"
The warden prison escape help has to be a very good addition. Bastard - new trait. Not even the warden can help break through.
Not sure if this these was thrown up.. (209 is a LOT of pages to read through) but a new type of fire; Naplam, exactly like normal fire but perhas a slightly different texture and takes much longer to put out.
Acid Rain (To go with Fallout event) looks like normal rain, except it's green and will burn anything (And anyone) outside damaging then greatly.
Perhaps a new type of plant. Or add in posions along with dieseses. Like Posion Ivy or stuff that rivals will make on their own to kill others. (Without tou being able to stop them, nor even knowing).
- Context-sensitive deconstruct e.g. deconstruct only conduits if power tab selected, etc.
Quote from: hwfanatic on May 29, 2016, 04:29:06 PM
- Context-sensitive deconstruct e.g. deconstruct only conduits if power tab selected, etc.
+1
More options for growing zones, sometimes it takes multiple types of soil(gravel or rich) and would be cool to set different crops at same zone for different soils instead of microing every tile and adding zones.
Prospectors:
A group of miners from a non-hostile faction has set up camp in the area, to mine out useful minerals, until they leave again or are killed/driven off.
Hunters:
A group of miners from a non-hostile faction has camped down in the area and will hunt the wildlife, until they leave again or are killed/driven off.
Bounty Hunters:
One of your recruited people has a sordid history and now bounty hunters have come to collect him. Fight them off, or maybe just turn him over.
Quote from: GarettZriwin on May 29, 2016, 06:45:30 PM
More options for growing zones, sometimes it takes multiple types of soil(gravel or rich) and would be cool to set different crops at same zone for different soils instead of microing every tile and adding zones.
+1
add more food
(http://i.imgur.com/vMg036A.png)
When interacting with equipment racks via right click (prioritize) you can do Equip and Deposit weapon X actions. For some strange reason you can't do Exchange Survival Rifle with Doomsday Rocket Launcher. I'm saying it's an unnecessary extra step if the equipment rack is already filled.
Vents.
They are annoying as hell to me.
What would make them better, is if they could be installed into a wall, rather than replacing them.
It get's quite annoying to build a room, then to take down a single wall piece in order to make room for a vent. And lose a single resource in tearing the wall down.
That is my single suggestion. A plea, actually please do it ;_:
Quote from: Ramroc on June 01, 2016, 07:05:47 PM
Vents.
They are annoying as hell to me.
What would make them better, is if they could be installed into a wall, rather than replacing them.
It get's quite annoying to build a room, then to take down a single wall piece in order to make room for a vent. And lose a single resource in tearing the wall down.
That is my single suggestion. A plea, actually please do it ;_:
+1
It took me so long to figure out how to use vents because I couldn't place them on a wall except in dev mode.
When you have a marriage spot and a party spot, colonists will use the marriage spot for the whole process. I think it would make more sense if the ceremony part would take place at the marriage spot (like a mysterious ruin or a nice grove), while the celebration part should take place in the party spot, with decorations, carpets to vomit on, sculptures and plants.
Quote from: yaplash on June 01, 2016, 10:04:35 PM
Quote from: Ramroc on June 01, 2016, 07:05:47 PM
Vents.
They are annoying as hell to me.
What would make them better, is if they could be installed into a wall, rather than replacing them.
It get's quite annoying to build a room, then to take down a single wall piece in order to make room for a vent. And lose a single resource in tearing the wall down.
That is my single suggestion. A plea, actually please do it ;_:
+1
It took me so long to figure out how to use vents because I couldn't place them on a wall except in dev mode.
I'd like to be able to place a vent on the other side on an air conditioning unit - without an air-gap.
Colonist traits:
- dog phobia, colonist automatically retreats from nearby dogs. Lots of people are terrified of dogs, especially if they had an accident in childhood etc.
- cat phobia: yes, it exists, maybe not as severe. But my employer thought cats are creepy.
When visitors or travellers from a certain faction are passing by, and they are not hostile to you, they should sometimes visit graves of their own. Also, honoring a fallen member of allied faction with a (valuable) sarcofagus should cause relation boost.
I had a situation where tribals attacked while there was a trade caravan in my desert town. One of the traders died.
Hi, sorry if this suggestion has already been made, but it'd be fantastic if I could set a maximum crafting level for bills in the same way I can set minimum crafting levels. This would be helpful not only for things like butchering, brewing, stone-cutting and smelting but would also make it easier to set up crafter or artist training bills using cheap materials and long crafting times without worrying about my best crafters/artists doing them instead. I guess I could accomplish the same thing with zones, but a maximum crafting level would be far more convenient.
I think that would come under the classification of cheap ideas, but I'm not a programmer. Love the game, keep it up!
Quote from: b0rsuk on June 03, 2016, 03:03:34 PM
Colonist traits:
- dog phobia, colonist automatically retreats from nearby dogs. Lots of people are terrified of dogs, especially if they had an accident in childhood etc.
- cat phobia: yes, it exists, maybe not as severe. But my employer thought cats are creepy.
Maybe people with the dog phobia would run, but the cat phobia people would get a small/medium mood loss?
Give weapons a hitbox on people in fights, particularly gun fights. Melee fights might be a little different of course, but I think getting your rifle sight smashed by a pistol round wouldn't be impossible. Would also help address gun pile issues, where tons of guns were laying around, and an extra layer of tactics
Quote from: mumblemumble on June 05, 2016, 03:17:01 AM
Give weapons a hitbox on people in fights, particularly gun fights. Melee fights might be a little different of course, but I think getting your rifle sight smashed by a pistol round wouldn't be impossible. Would also help address gun pile issues, where tons of guns were laying around, and an extra layer of tactics
Chances of such a thing happening, 1 in a million. But it's happened so actually not a bad idea.
Colonist traits
Squeamish: gets a temporary negative mood when he sees blood, a surgery, cooking with meat or butchering.
Whiny: decreased pain resistance. Colonist is incapacitated more easily.
Always Wanted A Pony! - similar to prostophile, but a random animal is chosen. As long as the colony doesn't have that animal, -5 mood. Once you get the animal, +5 mood. An ice sheet colonist might want a cobra, elephant or an alphabeaver. This trait is essentially a mini-quest.
Hi,
Some of the ideas/things that i think should be in the game are already implemented with mods and that should make them fairly easy to add to the main game. For example:
-Hospitality: Visitors should be able to be convinced to join the colony, or to improve their faction relationship.
-I forget what mod this is from, but you should be able to remove/replace all of a colonist's body parts.
-More prosthesis: Better legs, Replacements for the other body parts that could be harvested.
-Animal Revamp: Work animals function perfectly but using animals for combat is terrible. Usually an animal will wander into my killbox and get instantly shredded. It would be nice if the animals would have some sort of logic to their actions.
-Combat Realism: This mod, maybe without the whole ammo system, would be a great addition to the game because most bullets go to the generic "torso" area. In real life, organs are squishier and prone to more damage. Also, limbs should be sturdier, and only destructible by high caliber weapons. For example, I had a colonist lose an arm from a low-powered rifle a couple of times.
-More Traits: The more, the better.
-More power options: For example, a generator that runs on oil, a mineable resource.
-More Animals: Back to the animals, you should try and add as many as possible, I'm pretty sure there already is a thread for this.
I'm not a programmer, so I don't know how hard these suggestions will be to implement, but thank you for reading this. BTW, this is my favorite game ever! Thanks for all the work you've put into this game Tynan&co.
Quote from: b0rsuk on June 05, 2016, 01:15:51 PM
Colonist traits
Squeamish: gets a temporary negative mood when he sees blood, a surgery, cooking with meat or butchering.
Whiny: decreased pain resistance. Colonist is incapacitated more easily.
Always Wanted A Pony! - similar to prostophile, but a random animal is chosen. As long as the colony doesn't have that animal, -5 mood. Once you get the animal, +5 mood. An ice sheet colonist might want a cobra, elephant or an alphabeaver. This trait is essentially a mini-quest.
Haha, good simple suggestions. Love the "I want a pony!" trait... Imagine a colonist having a meltdown, causing the colony to crumple, just because she wanted a Labrador and not a warg ^^
Quote from: The-MathMog on June 05, 2016, 04:17:12 PM
Haha, good simple suggestions. Love the "I want a pony!" trait... Imagine a colonist having a meltdown, causing the colony to crumple, just because she wanted a Labrador and not a warg ^^
___ wants a thrumbo
Quote from: Vaporisor on June 05, 2016, 04:19:28 PM
Quote from: The-MathMog on June 05, 2016, 04:17:12 PM
Haha, good simple suggestions. Love the "I want a pony!" trait... Imagine a colonist having a meltdown, causing the colony to crumple, just because she wanted a Labrador and not a warg ^^
___ wants a thrumbo
Obviously this should be a thing! Thrumbo is just one of the many possible animals, and such a colonist would be memorable. Thrumbos might be almost impossible to tame, but exotic traders sometimes sell them. Alphabeaver is harder to sustain.
To make it less harsh and more dynamic, it could be:
-5 if colony doesn't have that animal,
+-0 if there's that animal on map,
+5 if colony has the animal
That way, even a thrumbo fan would sometimes be less unhappy.
----------------
Announcing trade caravans via Comms ConsoleIt's a bit strange that caravans from other factions arrive with NO warning at all. It wouldn't change much, but it would make factions feel more dynamic and active if they also occasionally contacted YOU. This is a simple and useful way to achieve that. Caravans would always arrive at the same rate, but if you have Comms Console you would get notified in advance, like: "Our caravan will arrive in 3 days. Cargo will include product X, product Y, product Z."
Maybe factions would only notify in advance if they like you ? Say, your relation is 20+. Not a big thing, but would make player feel warm and fuzzy.
The communication could later be easily expanded. For example if there are manhunters outside your door, you might want to call off the caravan and tell them to arrive 2 days later. Or tell them not to arrive at all if there are Scythers terrorizing the countryside.
Listening at Comms ConsoleInspired by my own idea above. A colonist could try listening to distant signals to get some information. Once per day, he could get an idea if there are trade ships incoming, and what kind of trade ships. Other events you could detect would be drop pods and mechanoid raids (higher chance with higher skill).
This would use the Research skill, because it's the closest Rimworld has to high tech know-how.
Quote from: king komodo on June 05, 2016, 12:22:28 PM
Quote from: mumblemumble on June 05, 2016, 03:17:01 AM
Give weapons a hitbox on people in fights, particularly gun fights. Melee fights might be a little different of course, but I think getting your rifle sight smashed by a pistol round wouldn't be impossible. Would also help address gun pile issues, where tons of guns were laying around, and an extra layer of tactics
Chances of such a thing happening, 1 in a million. But it's happened so actually not a bad idea.
Not particularly, depends on the gun. Pistol, sure, knife, sure...shotgun, minigun, rocket launcher, ect....a bit more likely.
Quote from: b0rsuk on June 05, 2016, 01:15:51 PM
Colonist traits
Squeamish: gets a temporary negative mood when he sees blood, a surgery, cooking with meat or butchering.
Whiny: decreased pain resistance. Colonist is incapacitated more easily.
Always Wanted A Pony! - similar to prostophile, but a random animal is chosen. As long as the colony doesn't have that animal, -5 mood. Once you get the animal, +5 mood. An ice sheet colonist might want a cobra, elephant or an alphabeaver. This trait is essentially a mini-quest.
+1
Pin this old "Write an Event" topic (https://ludeon.com/forums/index.php?topic=9755.0) on the first page to avoid repeat and gather Event-related at the same place.
Yes I'm totally saying that because I have an huge post on the 2nd page.
Animals acting as bodyguards
Please make Obedience training more useful by letting player to set animals to bodyguard mode. They would follow the colonist and attack nearby hostiles. This would be especially useful for (melee) hunting colonists... and colonists being hunted.
Animals too small or cowardly to help would bark, hiss (cats) etc. to alert you.
Only a few hours into the game and loving it. Thanks!
I cannot really comment on content, etc, since I am a newb... Great so far.
What I would like, unless someone has already found the way, is to be able to set up a spot on the map where I can press one key to have the window center there. Would be real nice to be able to set a few spots. centering characters via < and > is great, but if I need to monitor a high risk area I want to be able to do it with one key. Example, hunting area near a bear's territory or other volatile area, center of my facility, Stores, etc...
Quote from: RkyMtnDude on June 06, 2016, 03:07:53 PM
Only a few hours into the game and loving it. Thanks!
I cannot really comment on content, etc, since I am a newb... Great so far.
What I would like, unless someone has already found the way, is to be able to set up a spot on the map where I can press one key to have the window center there. Would be real nice to be able to set a few spots. centering characters via < and > is great, but if I need to monitor a high risk area I want to be able to do it with one key. Example, hunting area near a bear's territory or other volatile area, center of my facility, Stores, etc...
+1 Ability to scroll though hotkey zones would be grand. I never thought about it, but once you said it, I can already imagine how awesome it would be to have.
The straw that broke the camel's back
When a colonist breaks into a mental state, the pop-up message should list the most recently gained negative thought.
This would be solely for flavor because, naturally, as far as mechanics go many thoughts usually contribute. But it would help immersion.
Quote from: RkyMtnDude on June 06, 2016, 03:07:53 PM
Only a few hours into the game and loving it. Thanks!
I cannot really comment on content, etc, since I am a newb... Great so far.
What I would like, unless someone has already found the way, is to be able to set up a spot on the map where I can press one key to have the window center there. Would be real nice to be able to set a few spots. centering characters via < and > is great, but if I need to monitor a high risk area I want to be able to do it with one key. Example, hunting area near a bear's territory or other volatile area, center of my facility, Stores, etc...
+1
Raiders should occasionally offer payoffs to not attack. "Give us 300 corn or we will attack"! Or, "Give us your Uranium Shivs"! If you comply, those items will just automatically disappear. If you refuse, the Raiders objective when attacking should be to steal said items in the same way they kidnap. Run in, get the loot, get out. This would probably fall on Sappers since most players keep their goods behind walls.
It adds a dimension other than this whole idea their only objective is to kill me.
They could steal animals, food, mined resources, tables and chairs, golden statues, weapons, colonists.....Anything! Heck, maybe they asked for corn, but take your television too since you made them go through all the trouble!
Too bad you didn't get all that steel hauled inside from across the map. Raiders just took half of it!
(Maybe that's going too far......maybe not) I assume they are simply trying to survive also. They probably need it just as bad as you.
Quote from: b0rsuk on June 07, 2016, 03:30:07 AM
The straw that broke the camel's back
When a colonist breaks into a mental state, the pop-up message should list the most recently gained negative thought.
This would be solely for flavor because, naturally, as far as mechanics go many thoughts usually contribute. But it would help immersion.
Very clever idea. Like the social fighting message.
Concrete Walls (And proper Concrete Floors): We already have concrete floors, although those make use of Metal rather than any form of processed stone. I would also propose that the nature of concrete floors be changed at the same time. Like with concrete floors, concrete walls should be sturdy (better than wood, not as good as stone), cheap and ugly.
How to make: Recipe / job order at a Stonecutters table. Like with creating a Fine Meal, requires 2 or more ingredients of different types, either bricks or rock chunks (or if Metal still desirable, bricks/stone and a small amount of metal). Produces Concrete blocks/bricks of a large quantity.
Stats for Structures: Quick to build. Ugly, equivalent to current concrete floors. HP/etc greater than wood, less than Steel or Stone.
Purpose of this Addition: Creation of very cheap and quick to produce walls and floors. More durable than wood, less likely to burn, but not as good as stone or steel of course. Concrete walls/floors/doors would be ideal for front-line defenses during a raid or siege, those areas that are likely to get attacked and destroyed the most often as the threat-level increases.
Quote from: Tynan on June 09, 2016, 12:35:18 AM
Quote from: b0rsuk on June 07, 2016, 03:30:07 AM
The straw that broke the camel's back
When a colonist breaks into a mental state, the pop-up message should list the most recently gained negative thought.
This would be solely for flavor because, naturally, as far as mechanics go many thoughts usually contribute. But it would help immersion.
Very clever idea. Like the social fighting message.
You can expand on it by making subsequent annoyances from the same source cause -5 bad mood (non-stacking). A colonist could become extra sensitive to ugly (dirty) rooms. In other words, trauma.
I get the mental image of fellow colonists tip toing around the volatile colonist and desperately avoiding the topic that makes him snap.
Tynan, could you make it so that the colonists go around the deadfall traps much like they go around boulders? It would stop many a silly accident from happening and would actually make using these traps much more viable option.
Allow beating out
fires that aren't in your home zone.
Suggestion:
Give ability to a colonist to bandage himself as long as he has consciousness, and make the process take 4 times as much time.
I would like to see 2 changes to animal "obedience."
1) Animals who have been trained and/or bonded with a colonist but who are not trained for "Release" or "Rescue" won't "heel" to a colonist when they are recruited. This is very unrealistic becuase it ends up with your Yorkies running into a firefight. The only current work-around is to unassign the master, which then results in a loss of happiness in the colonist.
2) Animals or Animal Zones can be set so that the animals won't leave that area to follow their bonded colonist/master in non-recruited status. If I am going out hunting, I don't want my Muffalo to follow me out of the compound. Even now with Animal Zones set and the animals restricted to that zone, I have had issues where animals still follow their master out and they get injured/killed.
I'm not that good as suggesting cheap ideas, but I'll give it a go! How about bear traps! If not that, then just enable the dead fall traps to take part in hunting.
I think that could probably take a day but I hope not.
Once again, I'm a rookie at this Rimwold stuff. And I'm a teenager, so my intellectual skills are pretty poor with programming skills.
Something I've wanted for quite a while. 1x1 or 1x2 square tables!!
I want to provide a chair and table to my prisoners, without having to cram a 2x2 table into their cell. It ends up forcing me to make their cells larger than I want to!
Quote from: Plymouth on June 12, 2016, 08:37:59 AM
Suggestion:
Give ability to a colonist to bandage himself as long as he has consciousness, and make the process take 4 times as much time.
I concur - allow self treatment at a penalty. This would allow you to survive the situations when only a single colonist is not incapacitated or dead.
My other suggestions:
1) Ability to reject the wanderer (as of now they automatically join the colony)
2) Ability to banish the prisoner if he is a colonist
3) Make mad animal's bites always cause infection (rabies?)
What is you added in basically a copy of the in-game metal, but have it as lead. Lead could be used to make advanced cables, and other electrical conduction/machines that are immunes to soalr flares, because lead blocks radiation. F3 lead on here http://nuclearconnect.org/know-nuclear/science/protecting
Plus, apple trees, and pear trees, only need to program once then change several values or wahtever it is called and textures, and boom from one tree you get another.
Sane defaults
When you construct a table, it has "Gathering place" enabled by default. Colonists will go there to 'relax socially'. However, if you build one close to a pile of contruction materials and then install it in dining room, it will have 'gathering place' DISABLED. I spent a lot of time scratching my head why my colonists drink so much beer. They compensated for lack of social relaxation with chemicals.
Conversely, campfires have 'gathering place' enabled by default. It may be cute, but it leads to annoying situations where a colonist will walk across the colony to chill at a remote campfire built only to keep a room warm.
I think it would be better to switch default settings: a table installed somewhere should have 'gathering place' enabled by default. A campfire should have 'gathering place' disabled by default. Campfires are often built during solar flares, during cold snaps, in prisons or hopspitals. The keyword here is temporary. It's highly annoying to uncheck 'gathering place' at every single campfire, especially if they go out and you rebuild them because colonists were busy with something else. It also leads to odd situations where colonists violate someone else's privacy by going to another room.
Alternatively, replace "gathering place" at campfires with a new option: "refuel the campfire". Switched off by default. This would work well for solar flares and maybe cold snaps, although they tend to last a little longer. It would work for temporary heating at prisons and hospitals. If "refuel the campfire" is switched on, colonists assume the fire is long term and will use it for relaxing socially. This should be in the tooltip.
When instaling a battery or a power-using device, highlight all conduits.
When you double click on a pile of potatoes, you will see a text like Potatoes x11. It's slightly confusing and not very useful, because the number means how many *stacks* there are, not how many potatoes. It would be better to display the sum, or both the number of stacks and the number of individual items.
Priorities based on zone. I would like my main base to be built before the mortar base half way across the map. Restrictions don't quite work because colonists can't leave to get resources. So we should be able to make something like restriction zones to set priority in those areas.
Is it possible to show how many tiles a (growing) zone covers when selected?
Not sure if this has been suggested already but how about the ability to Reinstall Workbenches?
"Not sure if this has been suggested already but how about the ability to Reinstall Workbenches?"
+1!!!!!
Careful Shooter
Give it an extra benefit of halving chance of friendly fire. Players would love it, and it might gain a niche where a colonist with it could actually support melee fights.
Pila
Make it a dual purpose weapon. It's already a below average ranged weapon, although it hits like a truck. Make it double as a below average melee weapon (the same weapon would shoot AND increase melee damage, perhaps a bit faster to swing in melee).
This would make it a poor man's Power Claw. The weapon would be interesting for colonists who are good at both ranged and melee.
Disfigured characters should be more understanding of other disfigured characters. My recruiter has a cut off nose, and the person I'm trying to recruit also has a missing nose. But they dislike each other on the basis of being disfigured.
Chocolate Milk:
Made on an electric stove with milk and chocolate. Gives 20%+ joy than regular chocolate.
Market value: $7.50
Bathing:
Colonists bathe in a body of water to gain comfort and a little bit of joy.
Chocolate as crafting material
It should be possible to make at least sculptures out of chocolate! I think it should use Art rather than Cooking - melting chocolate is not terribly difficult, it's the sculpting part.
Colonists with backgrounds like Psychiatric Patient might come to you wielding a chocolate sword.
Chocolate sculptures should deteriorate.
New colonists with pets
Colonists should have a chance to arrive with a random pet animal.
Social activity as a joy activity. (talking with friends/family apologizing)
So I had a colonist wife who was a quest and her leg was shooted off.
Colonist did not care about his wife and he never decided to go to talk with her.
I think that colonist should have free will in his free time to go to his wife and talk with her.
Super cheap idea (apologies if posted before - couldn't find in search):
Cleaners should automatically prioritize INDOOR areas.
(Thanks for dusting my fields, Spud...)
Quote from: kanukki on June 20, 2016, 11:13:57 AM
Super cheap idea (apologies if posted before - couldn't find in search):
Cleaners should automatically prioritize INDOOR areas.
(Thanks for dusting my fields, Spud...)
+1
Prioritised work areas would be ideal - think someone might have mentioned zoning 'clean this area' for example before but either way, cleaning could use a little attention.
Alcohol consumption should lower minimum comfortable temperature. This might seem pedantic, but it works this way in real life. People living in cold biomes are advised NOT to drink alcohol when they're about to go outdoors. The feeling of being warm is there because the body is pissing the heat away.
This random bit of knowledge picked from a computer game might save someone's live, no harm done if it's implemented.
As for gameplay, it would diffrentiate extreme hot from extreme cold biomes. Currently they're largely symmetric, you just swap coolers for heaters and wear appropriate clothes.
Quote from: b0rsuk on June 20, 2016, 05:54:23 PM
Alcohol consumption should lower minimum comfortable temperature. This might seem pedantic, but it works this way in real life. People living in cold biomes are advised NOT to drink alcohol when they're about to go outdoors. The feeling of being warm is there because the body is pissing the heat away.
This random bit of knowledge picked from a computer game might save someone's live, no harm done if it's implemented.
As for gameplay, it would diffrentiate extreme hot from extreme cold biomes. Currently they're largely symmetric, you just swap coolers for heaters and wear appropriate clothes.
Min CT also currently affects thresholds for hypothermia (indeed it probably should be called minimum
safe temperature), so the concept needs a little more finesse than that. It'd make more sense to
raise min CT but eliminate the "cold" moodlets.
And I wouldn't call hot/cold symmetric as-is:
Extreme cold has a drastic effect on food availability; plants die in the freeze, farming is impossible for a good chunk of if not the entire year without building a greenhouse, and animals migrate off the map in search of food (or simply following their prey). But with clothes it's quite easy to bring min CT to stupidly low levels; -30F can be achieved pretty trivially from stripping a few raids' worth of bodies. Hypothermia is a serious concern only in the very very early game or in certain (unrealistic) fringe cases like a naked incapacitated person.
No clothes increase max CT. There's nothing you can do to protect yourself from the heat directly. Your only line of defense against heatstroke is going inside. Getting your walls bashed in during a raid becomes far more dangerous because you can't get away from the heat. In addition, coolers take twice as much power and you can't double-dip on your freezer's coolers like you can when it's cold out. But you can grow year-round and foraging/hunting opportunities are plentiful.
So they present VERY different challenges.
Quote
Extreme cold has a drastic effect on food availability; plants die in the freeze, farming is impossible for a good chunk of if not the entire year without building a greenhouse,
But you need no coolers. The world is your freezers. So cargo pods are a big boon, and if you DO hunt something it won't spoil even in a solar flare.
Quote
No clothes increase max CT. There's nothing you can do to protect yourself from the heat directly. Your only line of defense against heatstroke is going inside.
I assume we're still talking about the game ? Cowboy hats and dusters do increase maximum comfortable temperature.
Quote
But you can grow year-round and foraging/hunting opportunities are plentiful.
On extreme deserts during summer heat waves, plants stop growing at all. Winter heat waves make no difference. Other than that, you can put hydroponic tables outdoors and you only spend 70W per table, no 1600W for sunlamp!
Quote
So they present VERY different challenges.
I still disagree.
Colonist Sublists: Basically a list of colonist that acts lets you select a group of pre-chosen colonist in the same way if you select them by double clicking. The primary reason for this is to be able to quickly sort out your militia members. Some major list that I think would be used would be: "Melee Squad," "Snipers," "Riflemen"... I would also think that having some automatic rules for who's included would be useful as well. E.g. "Exclude Infected: Muscleparasites", "Include Equipped: Sniper rifle." This could also double as a cheap way to find certain subgroups of your colonist such as by various medical ailments (E.g. missing limb), traits, etc.
Can you please add a system where the animals will learn to do or not to do certain things after they've tried something a couple of times? For example, I'm in a biome where there's a lot of boomrats and boomalopes around and my carnivorous pets always try to eat them and when the prey explodes and sets everything around them on fire, they get hurt. It would be nice if I don't have to rescue my animals every couple of seconds.
Traits:
- Claustrophobic: +200% space moodlet effect (similar to how the psychically dull/sensitive traits work internally)
- Slob: -75% beauty moodlet effect (positive AND negative); cleaning disabled
- Dwarfism: lower creature size stat (which affects a LOT of things. Probably an easter egg opportunity here too.)
Make autodoors not break down? It gets really annoying. The whole point of making them would be to save time, but instead my colonists spend hours fixing them, so the simple door right now is cheaper AND more efficient. I think it would be more balanced.
Arms should have very small moving efficiency so colonists without legs would be able to move around (torso also should have very small moving efficiency colonist would not crawl around if they took too much damage)
Devilstrand carpets. Devilstrand armchairs. For those who need to show off.
On Permadeath, the "This story is over" dialog should delete the save, and not have an option to keep playing.
Pirate merchant is LEAVING the comms range. Similar to how ground trade caravans give you one last warning to trade.
I was preoccupied developing my colony and completely forgot about the ship.
Apple trees? Both wild and the ability to make an orchard with growing zones. Can just use the oak tree assets, just add some green spots in the growth stage, once tree gets to 40% grown, it'll start producing apples, similarly to how berry bushes work.
Bushes that aren't fruit bushes. Crappy cover, slows movement.
When choosing colonist for colony you should be able to chooce a colonist for the list of all colonists for role play for examle.
Then I wouldn't have to reroll milion times to get Vas the merc or Tail Pop star...
Specific traits (or backstories) that halves/doubles the effect of crowded rooms.
Like loners getting sadder than others because of the many people surrounding him. Or a hyper social person (pop star?) that goes very sad if nobody is around.
More in general I would suggest a wider traits and backstories pool, many of them distorcing how buffs and debuffs apply to colonists because of the personal percetions of the surroundig.
Having more and more traits leads to more and more combinations, so more unique pawns.
How to have even more unique pawns? Letting them have the maximum of traits set to to 5 or more instead of actual 3.
When you drag and drop to build a floor, the total cost is displayed near the cursor. But not if room stats are enabled. I have room stats display enabled 80% of the time. Each time I build something like sterile floor I need to turn off room stats and then drag&drop to get the idea what's the cost.
Or do calculations in my head, but it's awkward if the room is L-shaped etc.
I think that we should be able to copy areas for example I would like to copy home zone and add to it zone with human meals for my cannibal colonists.
Quote from: Kryc8 on July 01, 2016, 09:06:01 AM
I think that we should be able to copy areas for example I would like to copy home zone and add to it zone with human meals for my cannibal colonists.
I think a better solution would be to give pawns more than one area they are allowed in. That way, you could simply make a "human meat zone" and add it the allowed areas of cannibals, but not other pawns.
Quote
I think a better solution would be to give pawns more than one area they are allowed in.
I think that your idea is way better.
I find a huge lack of steel in the late-game. One way to solve this would be to have some sort of way to antagonize mechanoids - that is, force them to appear and attack. In the late game, one expects to be able to handle such raids, so some device that can send a signal that attracts mechanoids would be great.
Quote from: paxinum on July 01, 2016, 03:00:14 PM
I find a huge lack of steel in the late-game. One way to solve this would be to have some sort of way to antagonize mechanoids - that is, force them to appear and attack. In the late game, one expects to be able to handle such raids, so some device that can send a signal that attracts mechanoids would be great.
Or you just sell something, like devilstrand or corn and buy your steel from bulk goods traders? They usually sell thousands at a time during the late game
Make bugs from infestations sensitive to temperature.
When you order shutting down of a mechanoid, it ends up dead and forbidden. It should be allowed by default because it's usually done to allow disassembling them.
Quote from: sharpjd on June 19, 2016, 03:49:40 PM
Chocolate Milk:
Made on an electric stove with milk and chocolate. Gives 20%+ joy than regular chocolate.
Market value: $7.50
Bathing:
Colonists bathe in a body of water to gain comfort and a little bit of joy.
Chocolate milk...bathing...!
Colonists should be able to bathe in hot chocolate for that extra decadently posh and wasteful feel.
People with gender change should be affected by physic drone if it's focused on their previous gender.
Haul/bury humanlike corpses only if they're inside Home Zone or they're colonist corpses. I don't see why my colonists should run across the map to bury a raider from a siege, just because I stripped the corpse of his valuables.
Howabout being able to select in the options things like automatically forbidding things in certain areas? I know that I want my colonists to deal with the corpses of raiders across the map after they are stripped.
Anyways, Autopsies! Let me get back that insanely expensive bit of goodness thats in that dead colonist, or that dead raider, or that dead visitor, etc.
How about Insecticide Flooring? Say, 1 herbal med per tile to lock hives out of a area.
I mean, in a controlled area, I'd love to have a hive, but just anywhere? NOPE
Quote1 herbal med per
I'd bump that number up quite a bit, to maybe 5. Mid-late game, it's not hard to get a TON of herbal meds. I recently had a single harvest that yielded 120-some, and I only really
needed that much because I'd just had 5 colonists make it through malaria.
On the screen where you assign people to beds, mark relationships with colors. Two people in the same relationship would get the same color (different than white). With the typical cap of 10 colonists, you won't run out of colors that easily.
And if you do, you can mark people with symbols next to their name.
1) Colonists should check for temperature before going into room. For ex., my colonist just tried to have dinner at table when it was 1100C indoors.
2) Preferred zone for visitors/trade depot. I had traders from Aunt's Cliff. They had bring herd of bears and stopped in middle of my turrets' line. One of the bears decided to hunt down boomalope. Boomalope was standing next to my turret, too. Boomalope exploded, turret exploded, bear exploded and every single auntcliffer in the world become hostile to me. Because my turret harmed their bear.
Quote from: Supert on July 05, 2016, 09:26:09 AM
2) Preferred zone for visitors/trade depot. I had traders from Aunt's Cliff. They had bring herd of bears and stopped in middle of my turrets' line. One of the bears decided to hunt down boomalope. Boomalope was standing next to my turret, too. Boomalope exploded, turret exploded, bear exploded and every single auntcliffer in the world become hostile to me. Because my turret harmed their bear.
+1 maybe set rally point at trade beacon/gathering point such as table?
Quote from: FridayBiology on July 05, 2016, 10:18:23 AM
Quote from: Supert on July 05, 2016, 09:26:09 AM
2) Preferred zone for visitors/trade depot. I had traders from Aunt's Cliff. They had bring herd of bears and stopped in middle of my turrets' line. One of the bears decided to hunt down boomalope. Boomalope was standing next to my turret, too. Boomalope exploded, turret exploded, bear exploded and every single auntcliffer in the world become hostile to me. Because my turret harmed their bear.
+1 maybe set rally point at trade beacon/gathering point such as table?
+1 i thought this was already a thing i guess i was wrong, But since it isn't in the game it should definitely be in it
Dumping stockpiles shouldn't expand Home Zone. Seeing a peg-legged cleaner hop to a remote corpse dumping site just to clear rubble is irritating.
When a limb is shot off it show drop some meat of human/animal it fell off of. it doesn't make sense for it to just disappear.
Molotov less effective on dirt (chance they wont go off) and ineffective on deep water, shallow water, etc. It doesn't make sense for them to go off and in water and Molotov should decay fast since they have like a magical infinite source of Molotov's. Finally you should be able to craft Molotov with 5 beer and 2 cloth
gun research bench because how do they already know how to make guns?
I recently started looking into what's stored in the save-game file in order diagnose what I expect is a bug/mod conflict that has visitors/and or incident animals appearing on bits of the map that are actually on inaccessible squares under mountains.
I was really struck by how much historical info is stored about each colonist. Some of it is used in creating the "Art Narratives" associated with sculptures etc.
I think that there should be a button added that allows players to review some of that data in the form of a colonist's journal.
QuoteI think that there should be a button added that allows players to review some of that data in the form of a colonist's journal.
I have an Excel-based tool I've been working on that does something similar. I don't know enough about modding to do a mod, but I'm thinking I may make a separate application that'll do the same basic deal.
Modular hydroponics
1x1 Tables for prisons and other things (not exactly sure; but i am sure they'll be useful)
-have a button that would tell colonists to convert a normal door into an autodoor and vice versa.
Quote from: Tacopaco on July 09, 2016, 04:09:55 PM
1x1 Tables for prisons and other things (not exactly sure; but i am sure they'll be useful)
Call em TV Trays! Of course these already exist in one of the mods as modular tables. It lets you make them any size. You can even set up a lunch counter!
The "make until you have X" mechanic should have a corresponding "start when you have X". So you can have colonists work on things in bulk and not just running over there to make one item and leave, just to have the required number. Its kind of a waste of time.
Add moose.
Add mating season for various animals. Male versions of various animals during specific periods are aggressive, and often fight each other. Mother during spring are aggressive over their young.
Add horns, can be crafted by various animals horns.
When blown they summon infantry to the character blowing the horn.
I do not know expensive idea or not, but would be happy if introduced. You can make a tattoo colonists . For example - in the head , back, arms, etc., and make trait - an amateur tattoo or tattoos phobia .
Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.
So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.
Here are some examples:
• Barbed wire: A building that slows down movement.
• Molotov cocktails: Grenades that start fires.
• Assassin: A raid from one super-powerful raider.
• Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
• Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
Hello, first, congratulations on the success of the game. I speak of Brazil and you have many fans here.
It would be great if we could attack other villages and steal supplies. This would take the game to another level. I believe there is something of 4 hours of work but very worth it.
A big hug.
Olá, primeiramente, parabéns pelo sucesso do jogo. Falo do Brasil e você tem muitos fãns aqui.
Seria genial se pudessemos atacar outras vilas e roubar suprimentos. Isso levaria o jogo a outro nível. Acredito que não seja algo de 4 hora de trabalho mas valeria muito a pena.
Um grande abraço.
This should be a pretty cheap one, and possibly needed with the next update adding a LOT of animals.
Different classes of meat and leather, rather than unique meat and leather for each animal type.
For meat, examples would include Ruminant Meat, which covers cattle, deer, muffalo, camels. Rodent meat would cover rabbits, squirrels, chinchillas, etc.
I'm less sure how to do leather, but the principle should be the same.
Either way, animals whose meat or leather is significantly different can still give unique types, but overall I think it'd be a small but notable improvement to have less different types of each.
Regarding the planning tool, it'd be nice if you could have a secondary colour for planning, or multiple colours.
That way when I'm trying to figure out how I'm going to tear apart a mountain I can differentiate between what I'm mining and what I'm building. Sure you can use the mining tool, but I may not want to direct my guys to mine that particular part. Or maybe if we can suspend specific orders (did I miss this option?).
When I start up a new game with the intention of mining out a mountain I like to do all my planning first on my base building. Suspendable mining tasks may be the better suggestion here.
A quick fix that might help is to use the Mining Tool, but omit (or delete before unpausing) any blocks that intersect the surface. It'll leave the general shape of your planned dig, while not allowing your colonists to get to it.
@Decker The planning tool could use more colours... three would be the best (walls, furniture, empty floor).
Quote from: Leon_RM_BR on July 12, 2016, 08:07:33 AM
Hello, first, congratulations on the success of the game. I speak of Brazil and you have many fans here.
It would be great if we could attack other villages and steal supplies. This would take the game to another level. I believe there is something of 4 hours of work but very worth it.
A big hug.
Attacking other villages has been proposed many times... the simplest implementation would be making your raiders disappear from the map for some time and return back with more resources and less limbs. Still too complex for the purpose of this thread, since you're adding a new mechanic instead of reusing older mechanics for new gameplay.
Also, sorry for the uncalled for advice, but "regards" sounds better for Euros than "a big hug", due to Europe vs. Latin America cultural differences.
How about milking boomalopes for some explosive liquid?
It could be used to manufacture molotov cocktails, grenades, rocket launchers and artillery shells.
It would provide some nice incentive to farm those bad boys.
Quote from: FlayedOne on July 14, 2016, 09:43:29 AM
How about milking boomalopes for some explosive liquid?
It could be used to manufacture molotov cocktails, grenades, rocket launchers and artillery shells.
It would provide some nice incentive to farm those bad boys.
I have a mod that does that called "boomjuice", havent released it yet as I thought I was the only madman who did stuff like this. Ill chuck it up for A14 for those willing to risk it all. ;)
When I search for mods to allow for tiny map sizes (25×25, 50×50), I only find people asking for very large or huge map sizes. When I'm at home I play on a pc which can handle any map size. But when I'm traveling for work I play on a laptop that isn't meant for gaming and even current smallest setting can get laggy and generally runs slower. I think adding the options to play on tiny map sizes will increase Rimworlds availability to more people who don't have nice pcs, and allow for others to try a game with very limited resources and space.
Thanks 😉
PKGhost
Quote from: PKGhost on July 14, 2016, 02:47:02 PM
When I search for mods to allow for tiny map sizes (25×25, 50×50), I only find people asking for very large or huge map sizes. When I'm at home I play on a pc which can handle any map size. But when I'm traveling for work I play on a laptop that isn't meant for gaming and even current smallest setting can get laggy and generally runs slower. I think adding the options to play on tiny map sizes will increase Rimworlds availability to more people who don't have nice pcs, and allow for others to try a game with very limited resources and space.
Thanks 😉
PKGhost
the thing is, you can't go much smaller than the current smallest map size without lacking space and resources.
Quote from: skullywag on July 14, 2016, 09:48:03 AM
I have a mod that does that called "boomjuice", havent released it yet as I thought I was the only madman who did stuff like this. Ill chuck it up for A14 for those willing to risk it all. ;)
Well, there is at least two of us:D I would greatly appreciate it if you released it:)
something I noticed in a youtuber's video - apparently you can't change the dialogue text on game start when making your own scenario. I might be wrong, the youtuber didn't show the process of making his own scenario, but if I'm not, that would be a neat (and cheap) addition.
Simple Items:
- A Tent of cloth/hide that lets you sleep outside without the penalty
- A 1X1 Table for the rich explorer to eat from
- A drying rack and meat Jerky to go with our pemmican
- A fishing spear to use on water tiles
- A blow gun and poisoned darts
Construction
- Flimsy woven reed walls/doors
- Sand bags that require cloth and dirt rather than iron . . .
- "Tribal" planting areas for berry bushes, agave, etc . . .
- Flower bed and hedge planting areas to improve the beauty of our settlement
Lightning spires. Odd alien structures that make lightning strike 3x as often within 20 squares radius of them.
Quote from: b0rsuk on July 17, 2016, 05:42:11 AM
Lightning spires. Odd alien structures that make lightning strike 3x as often within 20 squares radius of them.
I'd like lightning rods. Force lightning to strike it instead of the surrounding area, keeping thunderstorms from lighting crops on fire.
Snake Eye (eye implant)
Gives the pawn thermal vision, able to see well in darkness and in bad weather (counters accuracy penalties). No mood penalty for darkness. Similarly to Power Claw vs Bionic Arm, it comes with some kind of penalty - maybe it looks creepy ? Otherwise no Sight bonuses.
i'd suggest that some diseases should only be contracted via :
-animal bites or melee attacks by people infected by the disease. (berserk colonists or raiders.. usually tribals).. this is good for plagues and muscle parasites.
-sensory mechanites can happen if you got hit by mechanoids.
-infection is fine enough as it is via infected wounds
-flu should be more common in cold biomes, especially if colonist is experiencing hypothermia
-malaria should be more common in temperate biomes, especially if colonist walks in marshes.
-pets can get infected too, and then they can transfer the infection to handlers via nuzzling or if they go berserk to attack.
-you also need to beware about the animals you hunt. make sure you don't eat infected meat.
-another way to contract a disease is based on the amount of time a colonist spends in the same room as the infected person/animal (dead or alive). this way, players are forced to have quarantine rooms that are separate from their normal combat injury hospitals.
-another source of disease is walking on tiles that have puke/blood on it from infected animals/people.
-people staying in rooms that have a lot of pukes have a larger chance of getting infected by the disease.
-people can also get infected by touching infected corpses or walking on blood from infected people. animals/humans eating infected corpses can infect animals/humans
-infected corpses in the room would also increase infection of disease to people in the same room.
-the more wounds you have, the higher chances of getting infected with a disease. especially when walking on puke/blood/marsh/swamp/ or handling infected corpses.
Game Mechanics:
Windows: Basically, walls that let light through. This would let players illuminate rooms using natural light. Its also something very basic, all man-made (above ground) buildings have it. Being able to use natural light would be really useful.
Doors with windows would be a nice addition to this base idea.
A cheap way of implementing this would be to create a light source on the inside side of that wall whose intensity and color would be defined by the intensity/color of the original day light, so it would stay coherent all day.
And then:
An option to toggle lamps off during daytime: This would save energy, and the room would be lit by natural light from the feature above anyway.
I'm thinking this feature would could be done by auto-tasking pawns with the Flicker job with switching the lamp on/off at 20pm/7am every day. An upgraded version could have the lamps switch automatically.
With these two features combined, the now-dynamic change in lighting (white sunlight during the day, orange/blue/red/whatever lamp color light during the night) would add a sense of dynamism, and give the player appropiate visual mood for the situation (aka day/night cycle).
Traits:
Fears Thunderstorms: This pawn would be forced to seek inside areas while there's a thunderstorm (and a temporary negative thought?). They would resume normal behavior when the thunderstorm goes away.
Thunderstorm Lover: This pawn would simply get a good thought for some hours when there's one.
Fears fire: The pawn wouldn't be able to put out fire and would get a big negative thought (-15) for around two ingame hours if he sees fire.
Likes [random animal from the current map]: The pawn would get temporal positive thoughts when they see that animal. It would only work with non-tamed animals, to prevent permanent mood boosts.
With this feature, players might prefer X (depressed) pawn to tame Y animal simply because of the mood boost.
Dislikes [random creepy animal, like insects or rats]: The pawn would get temporal negative thoughts when they see that animal (tamed or not).
Fears [random creepy/aggresive animal, like wolves, bears, insects or rats]: Extreme version. The pawn would temporally flee if they get too close to that kind of animal.
Pawn behavior:
Pawns whose rooms have a lamp should switch off said lamp when they go to sleep.
Wouldn't it be nice to see such human thing on them? Nobody sleeps with the lights on!
Items/Entities:
Wardrdobe: Fancy piece of furniture for storing clothes. While not being used, it would show the doors closed, but if a pawn goes there to get/store clothes, it would change the sprite to an open-door version, ideally showing at least one of the items it currently stores.
Shower: Pawns would get filth on themselves by working outside or mining. Going to the shower -while on idle time- would remove it and give a small good thought.
__________________
My two cents! Now that the game is more easily moddable, I might try to make some of them reality myself.
Copy production station (ie cooking fires etc) bills so that you can paste the bills into a new / replacement station.
Positive mental breakdown - a rare occurrence, but temporarily ends all mood effects for the colonist, showcasing the human will to live through extreme situations.
A wall with a firing slit like sand bags but better so enemy can't get in.
Quote from: makkenhoff on July 17, 2016, 07:02:54 PM
Positive mental breakdown - a rare occurrence, but temporarily ends all mood effects for the colonist, showcasing the human will to live through extreme situations.
Stress induced bravery, to the point of fearlessness.
Not unheard of. It's the step before berserking, and can happen in a no combat situation.
Hi. Simple idea with stockpiles. Game havent posibility to separate one type things made from diffrent materials. For examples:
1. simple meals. meals of human meat and meals of potatoes folds in one stack/stockpile. And no way to separate them.
2. various apparels. When colony become big (>20 colonists) there is a need better sort things. I want to do stockpile (5x2) only for jacket made from devilstrand, but i cant do this because game do not give such a possibility to do this. I can do stockpile only for jacket made from all ingame materilas for apparel. Its sad when you try to construct perfect colony.
3. Meele weapons, sculptures, furniture, food, other apparels ... the same as in point 1 & 2.
I think better way to solve that, it add choise of material after item. I'm not sure that is correct explained, thus see attachment image. And for outfits apparel & weapon need to do the same.
Second idea: add floor which slowdown movement like chunks or sandbags (for defense tactics). For example: concrete with built-in barbwire.
Thx for reading.
p.s. excelent game :)
[attachment deleted by admin - too old]
Quote from: keylocke on July 17, 2016, 01:16:26 PM
i'd suggest that some diseases should only be contracted via :
-animal bites or melee attacks by people infected by the disease. (berserk colonists or raiders.. usually tribals).. this is good for plagues and muscle parasites.
-sensory mechanites can happen if you got hit by mechanoids.
-infection is fine enough as it is via infected wounds
-flu should be more common in cold biomes, especially if colonist is experiencing hypothermia
-malaria should be more common in temperate biomes, especially if colonist walks in marshes.
-pets can get infected too, and then they can transfer the infection to handlers via nuzzling or if they go berserk to attack.
-you also need to beware about the animals you hunt. make sure you don't eat infected meat.
-another way to contract a disease is based on the amount of time a colonist spends in the same room as the infected person/animal (dead or alive). this way, players are forced to have quarantine rooms that are separate from their normal combat injury hospitals.
-another source of disease is walking on tiles that have puke/blood on it from infected animals/people.
-people staying in rooms that have a lot of pukes have a larger chance of getting infected by the disease.
-people can also get infected by touching infected corpses or walking on blood from infected people. animals/humans eating infected corpses can infect animals/humans
-infected corpses in the room would also increase infection of disease to people in the same room.
-the more wounds you have, the higher chances of getting infected with a disease. especially when walking on puke/blood/marsh/swamp/ or handling infected corpses.
but is it cheap? not to be offensive or anything, but this thread is for cheap suggestions. make your own thread in the suggestions subforum for anything complex.
Mushroom nectar and cross-mushroom pollination
by mushroom flies is my idea. I'm not sure how
complicated something like that would be.
Time-based zone restrictions
Currently you can restrict where a pawn can go - I'd like to integrate this concept into the working hours table and restrict them *by time of day* so that I can confine my chef to the kitchen during the day - but then allow him to go anywhere during his breaks then allow him anywhere in the Home area during the night.
Super cheap idea. Totem pole, a joy item that can be constructed by tribals. They interact with it like they do all other joy items (stand around it)
Second Super Cheap Idea: Sling. Neolithic ranged weapon, high range/fire rate, good accuracy low damage. I would like ranged alternatives to the short bow for my tribals
I feel like tribalwear could use some heat protection, for those low-tech colonies that can't afford air conditioning.
I want to be able to drag around the order of things in the work menu, so that I can choose what is higher priority for my colony. (See attach for pic of where in the UI I mean!)
[attachment deleted by admin - too old]
wallpapers: basically floors you can add only on wall tiles, gives beauty in a small radius, destroyed if wall destroyed.
Batteries give a projected time till depletion, so that you know when you need more generators.
Also put ETC's on work projects in progress for things like smithing.
Wine that gets better with time, giving a better mood but the more aged the wine is.
Other spirits like rice wine, potato vodka, and corn whiskey would be great too.
seriously how am I supposed to make a western saloon without a stock of whiskey in back?
Cooking Animals On Campfires with items such as cooked rabbit. ;)
I would love to be able to build some sort of walkway that crosses mud or shallow water. Maybe something like elevated stepping stones or an old-west style sidewalk made of boards. Seems like it could be a special case of floors.
My most recent colony is built in a valley around a series of small lakes. It makes for a pretty map an a fun building constraint, but the mud slows down movement too much and I want to avoid draining the lakes while drying it.
A notification when a power grid doesn't have enough production to meet consumption, perhaps? At least with stable power like geothermal and solar; wind is probably too random to account for.
I know I can use comma and point on the keyboard (,.) to select the prev and next colonist, but for mouse only users this would be an obvious and easy option to cycle through colonists:
(http://i.imgur.com/7sX6R0L.png)
Well this previous post is perfect for my Idea.
In addition to change the Nickname of the Pawn.
Please let us change his job description or add a new one.
And/or let it change over time depending on the developed skills of the pawn.
In the previous example. All I can change is the Name "Blitz" but he will always show up as engineer ( especially in the work overview ) even if he is the dedicated cook or artisan of the colony.
Not only would it be great for the story.
Once he was John "Blitz" Doe, a lowly Spaceship Engineer.
But on the Rim he became John "ThrumboBlitz" Doe, renowned Inventor and Thrumbo Hunter !
We have an operation button on pets that allow only euthanasia.
How about a more common operation: castration for male and sterilization for female animals (well, why not humans as well?)
This will enable another option of making sure how many animals you actually get.
If you list in in the health tab instead of part of the name, you can get a sterilized animal from shady traders at random. Nice story option for the AI.
The tooltip for "Night owl" trait should say what hours they like and dislike.
It is possible to take a weapon from equipment rack and deposit a weapon in equipment rack. But you can't priorotize to exchange a weapon with one on equipment rack.
Turns out that old good Mood system and new good Relationships become pile of crap if mixed together. Berserking Sappy, Defector just killed his single son by bare hands. Why? Because his wife and his mother attacked my colony last time. Family business, I guess. I would like to capture them alive, but war is a war. So his life now is pretty simple: beat someone, get beaten, heal up, repeat. I simply have no way to break this cirle caused by total -39 mood modifier. All I can do is wait 1 season 9 days to pass.
So, I think any of these would be good way to fix the problem:
1) Non-crippling weapon. Tazers/stun batons/shockers. Has some chance to knock target unconscious/stacks health condition with each hit until target is uncoscious.
2) New 0-mood conditions. "Attempt to suicide" - colonist walks away from colony, makes himself bleed and incapable to walk. "Vandal" - attacks objects instead of colonists. Both of these don't threat other colonists, but make player's life tough. Just in other way.
3) Does age rating of the game allow drugs? Some tranqs/sedatives could be handy. They could grant neutral mood (like during mental breaks), affect consiousness and manipulation and cause addiction.
[attachment deleted by admin - too old]
Choose the throw direction for horshoe pins. I'd like to see my pawns play vs on the horshoe field I set up.
"Intimidated" mood buff - after I've knocked out my colonist for the 12th time after they break, maybe they're scared enough of getting surrounded by 5 guys with clubs to avoid going on a violent rampage again?
(I mean, ok, I get you're upset the guy refused your marriage proposal, but seriously, 12 violent breakdowns in a row?)
"Compact florescent" research which allows lower power lightbulbs. Also, ceiling lamps (act EXACTLY like standing lamps, but doesn't offend perfectionists when placed in the middle of a 1-wide hall.)
Wooden vent (possibly stone as well).
Animals with masters will not follow the master outside the allowed animal area.
"Prioritize nearby jobs" or "prioritize jobs in area". So that you can prioritize building the whole wall in one go, rather than manually prioritizing every section one at a time. This one might be a little complicated for this thread, not sure.
I guess this is more of bug report rather than actual suggestion but constructors should check tiles before step on them. See screenshot below, poor James had 5 safe tiles to build from, but he said "who need safety rules" and then things happened.
Since pathfinding works just fine, I guess you have separate method to determine tile to build from. My guess you just take first/closest walkable tile here but you should check tile path weight instead.
Actually, after a second look I think he got trapped when he tried to cut down a tree.
[attachment deleted by admin - too old]
If wild animal started to hunt colonist, there is should be the message about manhunt.
Start Migration:
Allows you to leave your current area, take a number of items, your animals etc, and migrate to a new area - perhaps within a radius of your starting point.
This would allow you to move all over the world map (eventually).
Basically, 'Start Migration' takes you to a the world map screen when you choose your new settlement, then 'choose items to take' screen and bosh - it's like a new start but with your current villagers, animals, items (more or less).
Doable in an afternoon? Maybe?
Add a tiny % for pawns to get injured while butchering, inversely proportional to their skill.
A tool to designate high priority. Any jobs designated with this will be done first over nearly everything, except firefighting and rescuing. I have different manual priorities for all my pawns, but sometimes i need them all to work on this one specific thing and get it done ASAP, and it'd be much less of a chore to just be able to designate it all as high priority, rather than manually doing it every time they finish one wall and go to do something else.
Mental break : Workoholic binge
Pawn breaks and ignores all needs (food, sleep, temperature, ect) and does any tasks they can at a boosted rate of efficiency. Will occasionally disregard work priorities and do forbidden jobs, if there's no jobs available.
Stressed colonists with bonded animals (pets) should take a walk with them or play fetch.
Colony death end event : Looters
Only occurs if colony has died. People come by, pick through the ruins, hanging out, and taking what they want off the remains of the colony
Quote from: mumblemumble on July 22, 2016, 06:37:46 AM
Colony death end event : Looters
Only occurs if colony has died. People come by, pick through the ruins, hanging out, and taking what they want off the remains of the colony
If the colony has died, what's the point of an event that only triggers during that? The games over, ggwp.
Penguins In the ice Sheets! hunt for meat and Penguin's leather. ;D ;D :o
Quote from: Reviire on July 22, 2016, 07:29:36 AM
Quote from: mumblemumble on July 22, 2016, 06:37:46 AM
Colony death end event : Looters
Only occurs if colony has died. People come by, pick through the ruins, hanging out, and taking what they want off the remains of the colony
If the colony has died, what's the point of an event that only triggers during that? The games over, ggwp.
You saying you never watched a colony post failure?... I have. This would be relatively simple to code since thievery is a thing now, and would be a cool touch.
Move the "ground info" from the lower left to the upper right
so it is not blocked by the architect overview when building things out of stuff :)
( or other info windows )
It is really anoying
I am really happy to see gay characters in the game, but as a bi woman, I'd really also like to see at least some of the characters be bi, or ace, or anything like that. Can that be done easily?
Quote from: renagirl9 on July 22, 2016, 09:14:37 PM
I am really happy to see gay characters in the game, but as a bi woman, I'd really also like to see at least some of the characters be bi, or ace, or anything like that. Can that be done easily?
There's a big topic on this right now. I don't know that I'd recommend reading it, though. There's a... Mix of different opinions. Tynan hasn't weighed in on the topic, but I really hope he's receptive.
And since he put the trait in the game, my guess would be he is not against it.
"Allow enemy factions" - a checkbox on graves. I like to bury corpses of my allies but enemies can rot in the field and feed their eyeballs to ravens.
Make it so that "start with research" scenario option doesnt make you start with half of all research already researched when you choose to start with a high level research.
I just started a scenario where I made my guys start with ship antimatter reactor technology just for fun, and I ended up with a bunch of other tech as well, including high tech research table and ship structure beams.
I have a cheap but useful idea: There should be two kinds of "arrest". One kind is pulling the person to his room and locking the door (hard to implement since there is only one key in the whole fortress colony). So this leaves me with arresting the person and putting him in a prisoner room. The easy solution is to turn a bedroom into a personal enclosure, making his bed area also his prison.
I actually have three suggestions, not two. The inquisition is upon us.
In one way the second suggestion consists of two variables. One variable is that once you can't arrest a person who is part of the colony, even though you want to release the colonist as a prisoner. The other variable is that you can't exile the colonist so that he/she leaves in a much more intuitive way.
So you can see how these ideas would make things much easier when you accidentally recruited the pyromaniac brawler and end up shooting her/his foot off.
http://steamcommunity.com/sharedfiles/filedetails/?id=730049234 (http://steamcommunity.com/sharedfiles/filedetails/?id=730049234)
Wheelbarrows, railways. Of course, this is a basic touch on the idea of having vehicles in the game. Vehicles would escape the simple 1x1 grid of colonists, but you could easily have a wheelbarrow move around in front of the colonist's grid and put items in the wheelbarrow. This could introduce more realism to how heavy objects are handled. But this is really a "use tools" idea, so it would be hard to implement over half an hour/half a day since it tangents all the other things involved in tool usage. As it is now, there is one tool only and that's the single weapon slot. It would be nice to have multiple tool/weapon slots, effectively giving a bit of inventory tetris to the player and allowing more flexible ways to equip soldiers who have multiple combat skills.
Even a modder could introduce range weapon/ melee weapon hybrids without changing the system too much (I at least think? I should try modding some time : - / ) But if it's easy for a modder, it's a lot more easy for the maker of the game. They [colonists] already do melee even though it's a ranged weapon, but it defaults to the ranged weapon being replaced with the fists. Even hitting someone over the head with a rifle in any way would be more effective.
My last idea gave me the idea that you could have additional apparel, like status symbols that either enhance or ruin a person's ability to recruit new people if they either have the trait that they are impressed by wealth, or if they are repulsed by it... Overall, since they are on a rimworld, it would probably end up being hard to keep the clothing industry going, so there would be a lot of jewels and tattered clothes unless you have your designated tailor.
*addition* sorry if this idea can be modded somewhat, if it is moddable to impress upon the new recruits by apparel, weapons and jewelry, but I guess it isn't yet
*addition* think of how impressed the player of fallout is by the brotherhood and the enclave. Even if they are kind of indifferent or even the bad guys, their sheer level of technical sophistication makes the new player think "i want one of those armours, now how do I make them give one to me?". Trigger happy could be put in conjunction with the trait of being impressed of weaponry. Shooter syndrome could be yet another development of the trigger happy trait, such as having the combination of antisocial traits and weapon-loving traits.
*explanation* This is one idea: Opulence being both global and local, so that a particularly well dressed person can outdo the overall value of the whole colony. It is not really that much about weapons, but that idea kind of ties into the whole idea of opulence. Because otherwise, wealth of the colony becomes the sum of all clothes, rather than what clothes are being worn.
My last idea gave me yet another idea.
If colonists can be overwhelmed by another colonist's clothing and jewelry, they should also be underwhelmed by certain clothing and jewelry. Things like tasteless beads as opposed to opulent crowns. Different tastes, such as being attracted to wealth or being attracted to kitsch.
*explanation* This idea is not necessarily that easy to implement, since it ties into many different things that will have to be re-fitted. It would also add a lot of chaos to the gameplay, since what is good for one colonist is bad for another - and we already know that having bad traits can make the colonists hate each other.
And yet another, this time cheaper idea:
It would be easy to generate a set of objects that the colonist would like seeing in artwork, and things they rather would not want to see.
It does not have to imply that people don't like seeing, for example, bears. It just means that they would not like artwork of a bear.
*explanation* Because in Dwarf Fortress, there's cages. And in cages you can have wild animals. And it would probably be easy to program that a dwarf colonist would like his caged/chained animal even without having a bond to it. But that's difficult to put into code [I just contradicted myself] but that's a bit of code that relies on a certain database of items to produce a certain set of favourite things...
Adding a fallow option among the different kinds of crops for growing zones.
Quote from: ToXeye on July 23, 2016, 02:33:53 PM
Adding a fallow option among the different kinds of crops for growing zones.
That and/or additional a stop planting option that the guys don't replant after harvesting your last crops in autumn/winter
Or a logic check.
Pawn McPlanter repeat after me. : I will not plant any crops if the ground is frozen.
And another logic check.
Again, repeat after me : When I am going to the kitchen to eat, I will take the harvest with me.
Like : if pawn.work.haul!=0 && pawn.job.current==(sleep|eat|joy) && distance>X
check.for.stuff(radius(Y)
if stuff==true
pawn.setjob(haul.stuff)
A food log for each animal would be nice, showing what their last 10 meals were.
A common problem is animals eating the wrong kinds of food, and I don't have time to watch over them, but if I could simply check now and then to see if my bears were eating fine meals, wild squirrels, or my tame dogs, it would be of great help.
I kept a few bears for a while in a restricted area adn I have no idea what they feed on, but they seem to survive although there aren't many wild animals around. But I had a bunch of tame animals. didn't see any disappear though.
A simple idea that would reward careful design of rooms and smart use of haulers: Add an 'output range' slider to workbenches, stoves, etc., much like the current "ingredient range" slider.
Now you can speed up the crafting process by managing small input/output stockpiles close to workbenches.
This could also open up room for a new option for "until" crafting, "until all output stockpiles are full".
When you kill or down a faction leader during a raid, the raiders should flee.
Hello!
I have a small suggestion. When you place roads above your power conduit, the power conduits are still too much visible.
So how about an option to hide the power conduits? I find it more beautiful to see my roads without the power conduits covering it. So you can make some sort off upgrade wich makes it more beautiful for the colonists? :)
Greets,
Evil
tldr: if job produces raw material, check if the raw material is needed by the same pawn in his next job before hauling it to a stockpile.
Split cooking work into butchering and cooking works.
When doing Job 1 that produces raw material A, do not haul raw material A into stockpile if you immediately need raw material A in job 2 that the same pawn is set to do next. instead haul raw material directly to where it is needed.
example1: pawn is butchering an animal (job 1) and cooking simple meal (job 2). Do not haul the raw meat to food stockpile between these job steps.
example2: pawn is chopping down a wood and after that he is going to make a wooden stool. do not haul the wood to stockpile between these jobs.
follow up idea: Set a pawn as a stockpile
butcher should be giving raw meats directly to cook when two different persons are doing these job steps.
wood chopper should bring wood directly to place where another pawn is building something that requires a lot of wood
Two small Suggestions :
Give a priority option to workbenches like storage zones allready have.
So I can make some things more important than others.
Second stolen and maybe repeated from Havan_IronOak
QuoteAllow Power Switching as part of a task. Even my best cooks leave the stove on overnight. And does the Fueled Smithy really need to be lit when not in use?
Modified to : Please give powered workbench a conserve power option to turn them on/off before tasks
this should be offset by some extra time used to power up the workbench.
Or waste power to conserve time.
Quote from: Mendel on July 24, 2016, 02:09:36 PM
tldr: if job produces raw material, check if the raw material is needed by the same pawn in his next job before hauling it to a stockpile.
Split cooking work into butchering and cooking works.
When doing Job 1 that produces raw material A, do not haul raw material A into stockpile if you immediately need raw material A in job 2 that the same pawn is set to do next. instead haul raw material directly to where it is needed.
example1: pawn is butchering an animal (job 1) and cooking simple meal (job 2). Do not haul the raw meat to food stockpile between these job steps.
example2: pawn is chopping down a wood and after that he is going to make a wooden stool. do not haul the wood to stockpile between these jobs.
follow up idea: Set a pawn as a stockpile
butcher should be giving raw meats directly to cook when two different persons are doing these job steps.
wood chopper should bring wood directly to place where another pawn is building something that requires a lot of wood
Some of your concerns can be adressed by setting the job to drop the ressources on the floor instead of bringing them to the optimal stockpile.
Especially in food production its optimal to set up the butchers and stoves next to each other in a cooled and enclosed area
with the stockpiles directly next to them.
A "funny" trait, to help thoes poor ugly guys not to be rejected.
Older colonists, especially from more violent* backgrounds, could sometimes come with a simple prosthetic arm/leg instead of another affliction.
* "violent" backgrounds can be approximated by checking their combat skills.
Quote from: thuban on July 24, 2016, 03:34:27 PM
A "funny" trait, to help thoes poor ugly guys not to be rejected.
How about a Emphatic trait as counterpart to abbrasive ?
The Pawn says nice things to others that make them feel better.
Also Wardens should be able to do the Cheer-Up Work like Doctors, but not only on Patients but also on soft-breakdowns and
other bad mood condition, act as the Colonies Therapist.
I mean if the guy can talk a lunatic murdering hobo into joining the colony ..
It would be convenient if you could cycle through pawns in the stats/records screen (using < & >).
When I was about to launch and finish my game I looked through all their records for fun, but you have to manually leave the window, click a new pawn, and go info then records. Not too bad, but made it hard for a quick comparison between my favorite colonists.
Damage to the head of someone having a very strong chance to knock someone out cold. Higher, or gaurenteed chance if blunt, and very strong / gaurenteed chance to pass out if head health drops under a certain amount.
Perhaps add the same to torso, so tons of body shots from blunt items don't kill, but just leave someone in a painful mess.
Quote from: SpaceDorf on July 24, 2016, 02:20:28 PM
Some of your concerns can be adressed by setting the job to drop the ressources on the floor instead of bringing them to the optimal stockpile.
This is possible to do? How? (sorry Im still new to this game, just started 5 days ago)
Quote from: SpaceDorf on July 24, 2016, 02:20:28 PM
Especially in food production its optimal to set up the butchers and stoves next to each other in a cooled and enclosed area
with the stockpiles directly next to them.
If I place the butcher and stove table inside my freezer area then the worker complains about cold :)
I can place them on the next adjacent room of course but they still do a lot of traveling around that isnt really needed. hmm...
This now gives me an idea though, maybe I can place a single cell preferred stockpile right next to the butcher table... that should do!
If you're dropping stuff on the floor be aware that these items do not count to your inventoried total - ie if you have a bill set to maintain 50 Kibble and you have 150 kibble dropped on the floor around you because no-one has hauled them to an appropriate store then your cook / butcher will just keep on making kibble.
Comedy Trait: Funny colonists boost the moods of others around them with their jokes and tricks. Solemn colonists hate comedy and rarely get positive moods from comedic colonists.
Solemn Trait: A serious colonist. They are effective wardens but can often bring down the mood at parties or when socialising with other colonists for too long. They work more than others and their Joy need decreases slower.
Vegetarian Trait: Doesn't eat meat. Can boost growing skill or even give the colonist a passion for growing.
Add bullet casings as a left over graphic on the ground after a fight. It could be cleaned up just like vomit, blood, dirt, ect.
It would add a cool effect to demonstrate the fierceness of the fight and just add a bit more realism to the combat.
Mostly for "exported" scenarios for others to play, kinda redundant otherwise:
"force *biome* start", so to force that a scenario is played out on an ice sheet, for example.
Is there an ability to have a lost tribe witch doctor appeal to steel and
other items that can be mined to prevent rock slides? Could certain steel
and other minerals have an appeal value assigned initially for witch
doctors to reduce by uttering chants?
Quote from: bechtoldj on July 25, 2016, 02:48:19 PM
Add bullet casings as a left over graphic on the ground after a fight. It could be cleaned up just like vomit, blood, dirt, ect.
It would add a cool effect to demonstrate the fierceness of the fight and just add a bit more realism to the combat.
+1 I like this one :)
The fallow option actually has a contendor in "allow sowing" which can be turned off. My bad. But if there's funny behaviours with it, it would probably end up in the bugs department
Make it possible to set the numbers of factions in the scenario editor.
More pirates, less tribals, all tribals, no friends ..
In addition to my last suggestion.
An overview of factions in the landingsite selection window. Searching and accounting the whole planet is so annoying.
Just put the dots next to the planet names or above the "mode" button so I can see .. 3 pirates, 2 tribes 1 outlander ..
Obedient pets - "Stay" / "Follow" button.
The problem I have with my pets is that they always wander into the middle of a gun fight because they are guarding a drafted owner (or attacking). They ignore area restrictions when the owner is drafted so I have no way to keep them out of combat.
My Suggestion: When you draft a pet owner. If their pets are obedient then a "PetFollow" button should appear (similar to the 'release animals' button). PetFollow starts off enabled when you draft someone, but you can choose to disable it which will make your pets return to their normal non-combat behavior while the owner is still drafted.
Hopefully this should be a simple matter of adding one more boolean flag to check when toggling the pet behaviour from peaceful -> combat mode.
Autodoors should be accessible through a security terminal, effectively creating a way to control enemies. A bit like the FTL door control room, but for the autodoors.
Boaratary (a hybrid between a boar, rat and canary) speculation gear to let more settlers sniff out gas pockets and cause high-impact collision vibrations in surrounding rock to better prevent cave-ins.
Tiny thing, but I noticed when colonists visit graves, they seem to just visit random ones. Wouldn't it make more sense if they visited their mate or friends? I know the game still tracks that stuff.
Make colonists (the easy change) and warm-blooded animals (little more work) a minor heat source when indoors. Now you've got players huddling their colonists together in smaller rooms if they need to keep warm.
Quote from: Pax_Empyrean on July 27, 2016, 06:40:58 AM
Make colonists (the easy change) and warm-blooded animals (little more work) a minor heat source when indoors. Now you've got players huddling their colonists together in smaller rooms if they need to keep warm.
"The human body generates more bio-electricity than a 120-volt battery and over 25,000 BTU's of body heat." - Morpheus.
Animal Troughs so you can organize food for them without them eating your cooked meals or growing crops!
Bullet casings as a ground litter graphic, it would add a nice visual to combat.
i have two ideas:
First is to make a Zone that notify you when a carnivorous enters the zone.
That is something i wanted in the game for so long, i just hate losing animals and colonists to starving bears, etc cause i just didn't saw them!
If more time is invested it could be made into a animal detection Zone for chooseable animals, which would for example tell the player if any animals you want to tame wandered close to your colony and so on.
The second one is a performance inprovement for maps with lots of animals. When you start the biggest map i normaly play with around 30-35fps
in speed 3 mode, but when the night begins and all the animal start their sleeping animation the frames drop to around 12-18.
I am not sure if it is the animation itself or the ZZZ above the sleeping animal/colonist but there is no other thing that could cause the fps drop.
A way to change this is to slow down the animation/ZZZ or make a seperat animation for the different speeds(wich would be way more work).
This is a issue on smaller maps with lots of animals as well, but the difference is in fps is not as bad.
Make a visual overlay to show which areas are actually roofed.
Sometimes it is really hard to tell.
The ability to bind extra mouse buttons, currently it seems limited to keyboard keys only.
I'd love an option to make a grid overlay over the screen.
Also, being able to lay out a farm plot covering only rich soil without having to go over every square and trim the edges would be good. Either that or just make it so the indicator that tells you what kind of soil you're dealing with is visible even while laying out planting zones.
I would like there to be more wedding(or funeral)-based mining operations
in Rimworld to allow companies of settlers to essentially risk nothing while on the hunt for resources.
I would like to have a overview over electric production and usage.
Flippin' Coolers!
It'd be nice if we could change the heat/cool direction to make coolers more like air conditioners thus removing the need for heaters, and by change the direction I mean literally an option to change the cool/heat directions. Or maybe just add an air conditioner as a cheap research option of 150-300 research points and potentially add a higher power consumption to offset the lower metal cost due to not needing to build both a heater and cooler.
More room typesCurrently room system recognizes 10 room types:
laboratory, barn, kitchen, workshop, hospital, bedroom, prison, dining room, barracks, rec room.
It could also recognize:
- food storage (has a stockpile with lots of food)
- freezer (like above, but low temperature due to coolers..not ambient temperature)
- greenhouse (has a sunlamp and a growing zone on soil)
- hydroponic garden (has a sunlamp and hydroponic tables)
- garden/farm (has a growing zone on soil and is unroofed)
- ?? (has hydroponic tables, no sunlamp and is unroofed - this works fine in deserts)
- storeroom/warehouse (has a stockpile with lots of wealth in items on the ground and doesn't fit any agove category)
- tomb (has a sarcofagus)
When pawns haul items to stockpiles, instead of saying things like "Hauling corn to stockpile 6" they could say "Hauling food to freezer". Alternatively, stockpiles could take their default names from the room's role.
By the way I still think the room system is a dud. You need way too much effort to make colonists notice. The bar is usually too high. Maybe requirements could depend on the room type ? A barn with a sculpture would be more impressive than a dining room with a sculpture ?
Quote from: SpaceDorf on July 27, 2016, 09:08:02 PM
I would like to have a overview over electric production and usage.
Click on a conduit or a battery. The first number is production. It only doesn't work if you have two separate conduits.
Quote from: SpaceDorf on July 27, 2016, 09:08:02 PM
I would like to have a overview over electric production and usage.
Click on a conduit or a battery. The first number is production. It only doesn't work if you have two separate conduits.
[/quote]
I know that. But this number is allready the combination of production and usage.
But it does not tell me how high my production actually is, nor how high my consumption is and how long my batteries can
supply energie in case of an emergency ..
So yeah :)
if i was to honestly recommend something, world generation editor, its hard getting almost 0 ore spawns on maps and having to making another colony(not sure if this has been mention or nat)
another idea is tools that help with speeds such as pickaxes thats like a x2 mining speed (again not sure if this has been mentioned or not
When I have a zone selected, add the expand and delete zone buttons to the hotbar at the bottom instead of making me go into the order>zones menu to get to them.
A quick fix: Make it so that more things are deconstructible/reinstallable. My main concern is the hydroponics table. *addition* and then there's the turrets, which clearly are tripods that could be reinstalled... some mods have turrets of heavier variety though, so keep that open for the modders.
I think you should add a:
Fridge: That stores meals,because if you build a kitchen/freezer, and have living room like 30blocks away, people dont bother going to the table, and be mad ,because they ate without table.
Restrain room: If you arrest bersek people, they dont get negative buff for being in prison
Quote from: Tadzas on July 28, 2016, 02:33:46 PM
I think you should add a:
Fridge: That stores meals,because if you build a kitchen/freezer, and have living room like 30blocks away, people dont bother going to the table, and be mad ,because they ate without table.
Restrain room: If you arrest bersek people, they dont get negative buff for being in prison
i feel your pain, they eat in a freezer and complain they ate without a table
though i did start adding tables to my freezers
Did a search, checked the wiki, don't think this one is up there yet...
Floor tile modifiers (I'll leave the balancing up to you) :):
Temperature
Tiles are cooler
Carpet is warmer
Wood is neutral
Flammability
Tiles less flammable
Wood is flammable
Carpet is very flammable
Cleanability?
Tiles easy to clean
Wood stains for liquids (blood\vomit)
Carpet gets dirty quickly and is tough to clean.
Hey, i bought this game when it was first released for the pc and i have enjoyed all of the updates since then! Each one has brought me many hours of enjoyable gameplay. But, and im sure you saw the but coming, i wish there was a way to play multiplayer, i know this isnt a "cheap idea" and i commented on this a long time ago and you said that you may think of doing it in the future, by multiplayer i dont want a pvp situation but more of a co-op way to play with friends. IE: you each controll X amount of colonists or you both share controll of colonists, i would like to see this in the future so one of my friends and i could work together building a colony. Thanks! and sorry for it not being a "cheap idea"
After seeing how the moisture pump works and the glacial speed it uses .. could we have the fertilizer pump back ?
From one developer to another, I hope this change is as cheap in practice as it seems in theory ;)
- Prisoners who are killed during a prison break do not give colonists the "Innocent prisoner died" mood penalty. The idea here being that these prisoners were most likely killed in self defense, or at the very least, that the prisoners are not seen as "innocent" as they ravage your town and kill your colonists.
Of course, it may have been your intent that if prisoners are killed, for whatever reason, that it will create a mood penalty simply for witnessing the loss of life. Obviously, if this is the case, feel free to completely ignore this suggestion!
Loving the game, only discovered it recently (and thank goodness for that, because it's been my obsession while not working on my own game since I found it). Keep up the great work!
Pirate (Masquerading as) Traders
Not sure how "cheap" this idea is.
So what if you had a group of pirates entering your colony, with an intention to trade, but upon talking to them they will instead attack you or kidnap your colonist.
I think this will add a twist to the normally unthreatening trading. By right, if you're alone in a new world, every new stranger that comes knocking on your door needs to be handled with caution. Hence, way more preparation should be made in anticipation of "trades".
Come to think of it, there would be many minor issues that needs to be fixed, i.e they shouldn't wait for long then attack, their names should be from a different area (not pirate base) and relationships might disable attack etc.
8)
Yeah, that's not really what this thread is for. The idea is to suggest little things that are really easy to implement. Basically we're suggesting things that would be an efficient use of the developer's time instead of suggesting huge impractical changes.
For example: winning a fight should give happy thoughts, and when a hated person gets beat up, it should give happy thoughts. Now that Staggeringly Ugly, Abrasive, Creepy Breathing guy with no useful skills to speak of is worth keeping around just as a whipping boy for the colony to beat up on.
1) I've gotta believe that making more things relocateable would be pretty cheap. The mechanic is already in-game. It should be extended to production benches as well.
2) Now that gathering areas have been implemented( party area & wedding spot) how about a traders spot?
It's realistic in that historically many cities had areas especially designated for foreign traders. Plus it would make it easier to keep them out of kill-zones.
Quote from: thuban on July 24, 2016, 03:34:27 PM
A "funny" trait, to help thoes poor ugly guys not to be rejected.
Not sure why but I love this idea!
-- ugly guy --
Make the hotkey reminder for number keys readable. N1, not NumberKey1 or whatever the text is now.
Okay! I've got an idea that the game could use more jade spectres and
and steel spectres... kind of the energy forms left over from mining steel
and jade (sort of like chi). It's thought not to be understood by scientists
and is left being understand more in Mass Effect terms.
Setting aside how mining producing ghosts is a really stupid idea, this thread is not for suggestions that take much work to implement.
It's for things like this: "Characters that mine a precious resource get a small mood bonus from doing so."
Just a thought on the Topic of Traits and Good Thoughts I had while watching my Trigger Happy Guy go hunting with his nice SMG.
This Dude should be happy as a pig in the mud .. but no he is not.
So the Brawler Trait allready gives a negative thought when equipped with a Ranged Weapon.
Trigger Happy should do this also when equipped a Melee Weapon.
On top of this Both Traits should give a small Bonus when equipped with the right weapon. ( similiar to above and prostophobe / prostophile )
And maybe some stacking boosts when used ( similiar to green thumb ) or increasing boosts with bigger / better quality weapons ( as in cloth )
Because they still would use their fav. Weapons when they break down. ( or seek out the BFG )
1) Tiles under 'thick roofs (rooves?) should provide a constant temperature offset. Essentially a thermal source gently radiating 62 degrees F.
(http://www.builditsolar.com/Projects/Cooling/time-lag-vs-depth.gif)
2) All forges, smelters etc. should radiate a moderate amount of heat. If built under thick roofs they should radiate an extreme amount of heat (no exhaust to outside)
3) wood fired smelter that melts down weapons and slag.
4) structures should have a damage threshhold. prisoners (and animals) should not be chewing and punching their way through steel.
5) warden skill has a chance to impart 'spirit broken' to prisoners which prevents them from acting up, if the warden interacts with them when they are disabled.
6) new item, shackles. disables prisoner. causes mood.
This one concerns crafting and should be an easy one :
The Job description in the Bill should entail which work priority is used by the job. ( Smith, Tailor, Craft )
Some jobs are obvious, but some not so much.
Also Dear Modders, you should do this as a courtesy, it is even harder to guess from some brand new workbenches what actuall work priority the jobs use.
So I've always thought RimWorld could do with greater variety than the colonist-tribe duality, given that in its lore there's a huge spread of technological advancement, and it occurred to me while playing with the scenario editor that it would be relatively easy to add a medieval factiontype, as most of the stuff it would use is largely already in the game.
The items (bar perhaps armour, though that's not essential) are already in:
Steel gladius, longsword, mace and knife.
Greatbows and shortbows.
Clothes made out of animal leather and wool.
The technologies:
Carpetmaking, Brewing, Smithing, Complex clothing, and Stonecutting
And the character backstories (which already include many explicit mentions of medieval societies):
House servant, Torturer, Blacksmith, Ranch owner, Pit brawler, Courtesean, Sailor, Assassin, Jailbird, Taster, Message carrier , Sculptor, Medieval farm oaf, Medieval lord, Medieval minstrel, Medieval doctor.
use communications console to call friendly factions and request a trade caravan in exchange for silver.
Quote from: Mikeboy on July 31, 2016, 05:15:21 PM
So I've always thought RimWorld could do with greater variety than the colonist-tribe duality, given that in its lore there's a huge spread of technological advancement, and it occurred to me while playing with the scenario editor that it would be relatively easy to add a medieval factiontype, as most of the stuff it would use is largely already in the game.
The items (bar perhaps armour, though that's not essential) are already in:
Steel gladius, longsword, mace and knife.
Greatbows and shortbows.
Clothes made out of animal leather and wool.
The technologies:
Carpetmaking, Brewing, Smithing, Complex clothing, and Stonecutting
And the character backstories (which already include many explicit mentions of medieval societies):
House servant, Torturer, Blacksmith, Ranch owner, Pit brawler, Courtesean, Sailor, Assassin, Jailbird, Taster, Message carrier , Sculptor, Medieval farm oaf, Medieval lord, Medieval minstrel, Medieval doctor.
This has already been modded in, and I am currently playing a medieval (iron age) game. I utilize captured weapons on manual turrets only, and my soldiers equip molotovs but not grenades. I have a captured artillery but no way to build them myself.
I use :
Medieval Shields (melee shields that use melee skill)
Selling prisoners w/no guilt.
Medieval Times
Modular Tables
Misc training (for training dummies)
Expanded Prosthetics (for crude prosthetics)
Prisoner Harvesting
NoMoreLazyPawns
Stonecutting Tweak
Misc Objects (for turret weapon base)
MilderWaves (so that heatwaves don't kill my whole colony)
So far so good. It's going about how you would expect.
Doors that open or close depending on a switch or toggle, rather than with movement through the square. I want a way to temporarily block off individual rooms without having to mess with zones to do it. They'd also be useful for protecting military assets like turrets, melee units, or shorter ranged missile units from longer ranged fire until the enemy has moved into a more favorable engagement range.
There is lots of weapons that you can equip to help your Warriors out now add tools that help your workers out. Equiping mining pick increases mining speed, scythe/hoe for farming etc.
short easy Suggestions :
1.) give all lamps a lightradius on construction like the sunlamp has, this would make placing easier
2.) add a misc or furniture item that allows us to place notes on the map and shows the notes in the lower left when activated
3.) place a thermometer on the hud that displays outdoors temperature
Quote from: Spike on October 09, 2013, 12:40:02 AM
....
* Outdoor Walls - Simple barrier that does not conduct power, nor is a load-bearing structure. Enclosed areas will not be roofed over.
* Window - (Either two versions as Outdoor/Indoor, or separate item like a door).
+1 to these.
Outdoor walls (or fences/perimeter walls), alternatively as a spiked barrier WW1 style, seems like it would be a far more basic defensive structure than sandbags (which aren't really sandbags since they waste steel instead of using dirt/sand). Would work similar to the sandbags, but not be passable. Fences were honestly one of the very first things I looked for when I started playing. Just makes sense that they would be a thing.
Windows, also a very basic item that's missing, though it's take a lot more work to implement.
Since there are eclipses which happens almost frequently and randomly it means that a moon around the planet has unstable orbit and can cause tidal waves making areas around the map to flood from a nearby sea. The area is affected less if the colonist ended up falling far away from the sea (high elevation). Floods should be the same as having a shallow sea meaning that colonists can walk in that area but if it's in contact with electrical stuff it can either electrocute the colonist or end up causing short circuits and fires. The smaller the water puddles from floods are the higher the electrical severity. This problem can be encountered by constructing moisture pumps.
Solar spike/flash: an intense spike in the sun causes all solar power generators to take a heavy hit and catch on fire. Any electric device attached to the generators also take low amount of damage.
This can cause great damage to solar powered colonies. you could even go so far as having the game roll a dice on how bright/strong the spike/flash is to increase or decrease the amount of damage and chance of fire.
I'd love some bulk-management buttons and further clarification in the Work tab. Setting everyone up with manual priorities can be slow, so buttons like 'Prioritize Passions' or 'Copy/Paste Priorities' could speed it up.
And with the auto-priority setting, I'd love to see what those green checkmarks actually mean. Like show me what priorities the system gave each task so if it looks good I know I can trust and leave it.
Also: nocturnal and crepuscular animals. It's hilariously goofy seeing every single living thing asleep at night right now. You'd think this would be an easy switch, changing specific animal types to different sleep triggers.
It would be interesting if colonists could suffer from insomnia, etc, too.
Locked doors. If a colonist has a bedroom to themselves, then the door is locked when they sleep (sort of the opposite of the prison) so no one else can disturb them. It's annoying having the 'disturbed sleep' stack up because someone decided it would be a good idea to replant all the flowerpots at midnight.
Quote from: Franklin on August 02, 2016, 03:21:41 PM
I'd love some bulk-management buttons and further clarification in the Work tab. Setting everyone up with manual priorities can be slow, so buttons like 'Prioritize Passions' or 'Copy/Paste Priorities' could speed it up.
And with the auto-priority setting, I'd love to see what those green checkmarks actually mean. Like show me what priorities the system gave each task so if it looks good I know I can trust and leave it.
"Theres an app for that!" well sorta...
I know that there was a mod in a13 that allowed you to copy one colonists priorities and then apply it to another colonist.
As to what the automatic priorities mean... as far as I know they are exactly what you see when yo first hit the manual priorities option. Everything that was marked with an x is treated as a priority three and they are (sorta) searched left to right. There are some "jobs" that you can't prioritize like sleep, eat, have a nervous breakdown... Luckily some of those can be scheduled.
Stirrup boots for flat-footed colonists and a exclusively Rimworld adhesive
mixed with slimy foam (to form something like cement but stronger) are
ideas but I'm not sure that they're mine exactly.
Mood Bonus after survived raids
sowing grass
Quote from: RickDeckerSpiegel on August 03, 2016, 06:25:59 AM
Mood Bonus after survived raids...
LOVE this idea! Particularly if it's scaled. +5 if no one died +10 if no one was even seriously injured. But would only drafted pawns get it?
When placing horshoe pins you should see a light thing for where colonists will stand when they play (like when placing tv) it my colonists always use them from a weird side
Quote from: Havan_IronOak on August 03, 2016, 10:18:28 AM
Quote from: RickDeckerSpiegel on August 03, 2016, 06:25:59 AM
Mood Bonus after survived raids...
LOVE this idea! Particularly if it's scaled. +5 if no one died +10 if no one was even seriously injured. But would only drafted pawns get it?
I don't know about you guys, but I wouldn't be thrilled after being shot at by a gang of murderers, even if we fend them off. I'd be relieved (assuming I'm not bleeding out), but I was relieve-level content before I was attacked, I imagine.
There's a reason why so many soldiers come back with PTSD and not all stoked and jazzed to've won.
Not sure how cheap it is, nor how important it is in the grand scheme of things but it would make the game behave more like standard...
If you're in the load game menu and select a save game to delete, the default is to cancel (go Back without deleting)
Generally the default for an action is to proceed with that action.
By having it the way you do one cannot clear a large number of scum saves by clicking on the x and hitting enter repeatedly. One has to click on the red x , move the mouse to the confirm button, then click again.
Certainly not a show stopper but as an inveterate over-saver I've noticed how much more difficult it is to clean up after myself than in other games. When adding a bunch of new mods and wanting to delete a bunch of saves but NOT necessarily all my other game settings this is noticeable.
One cheap idea is two half doors. It is an OCD thing... often the builds that I make lacks ways to make doors look good on even symmetry.
@Havan: That is the primary, if not sole, reason I use Permadeath. I still save-scum Permadeath when it really irks me (Alt-F4, reload the game back to the last auto-save...) but save-management is SO much easier.
Quote from: Franklin on August 03, 2016, 10:54:02 AM
Quote from: Havan_IronOak on August 03, 2016, 10:18:28 AM
Quote from: RickDeckerSpiegel on August 03, 2016, 06:25:59 AM
Mood Bonus after survived raids...
LOVE this idea! Particularly if it's scaled. +5 if no one died +10 if no one was even seriously injured. But would only drafted pawns get it?
I don't know about you guys, but I wouldn't be thrilled after being shot at by a gang of murderers, even if we fend them off. I'd be relieved (assuming I'm not bleeding out), but I was relieve-level content before I was attacked, I imagine.
There's a reason why so many soldiers come back with PTSD and not all stoked and jazzed to've won.
You could add this as kind of negative/positive trait. Some colonists get something like PTSD, some are more hyped than others. To defend your home should give them some good spirit anyway.
Quote from: RickDeckerSpiegel on August 03, 2016, 03:09:49 PM
Quote from: Franklin on August 03, 2016, 10:54:02 AM
Quote from: Havan_IronOak on August 03, 2016, 10:18:28 AM
Quote from: RickDeckerSpiegel on August 03, 2016, 06:25:59 AM
Mood Bonus after survived raids...
LOVE this idea! Particularly if it's scaled. +5 if no one died +10 if no one was even seriously injured. But would only drafted pawns get it?
I don't know about you guys, but I wouldn't be thrilled after being shot at by a gang of murderers, even if we fend them off. I'd be relieved (assuming I'm not bleeding out), but I was relieve-level content before I was attacked, I imagine.
There's a reason why so many soldiers come back with PTSD and not all stoked and jazzed to've won.
You could add this as kind of negative/positive trait. Some colonists get something like PTSD, some are more hyped than others. To defend your home should give them some good spirit anyway.
The important thing about PTSD is the P meaning Post or after. In case of the soldiers the After is when they return from a campaign. Which is prolonged exposure to Traumatic Stress.
The Adrenaline High after one Battle and the Euphoria of having survived could quite well be reflected with quite a mood bonus.
Also the comparison to soldiers is a bit off, since the Colonists don't go somewhere else to fight, but defend their home and this defense should be celebrated.
But I don't say that ptsd could not happen, especially under cassandras constant attacks the frontline could develop a trait like this
Not sure if this was already mentioned but, Stockholm Syndrome as a random chance to happen to prisoners kept captive after a week. then they auto join the colony if you accept.
Quote from: StormySunrise on August 03, 2016, 08:14:45 PM
Not sure if this was already mentioned but, Stockholm Syndrome as a random chance to happen to prisoners kept captive after a week. then they auto join the colony if you accept.
I second this. It's a bit annoying to have a prisoner for over an ingame year who just won't join. I guess he's just cashing in on the free food and housing. Maybe instead of a random chance to just join, it should become easier to recruit (or for some harder, depending on a trait maybe?) your prisoners the longer they've been in prison.
A mutiny mental break type where they otherwise go about their business as usual but they refuse to be drafted.
Autosave dependent on real time, not ingame time.
Two hours of paused planning go out of the window after releasing pause ...
I repeat this one :
Please move the infos from the bottem left to somewhere they can be read when another info screen is opened.
Quote from: Dreams_Of_Cheese on August 03, 2016, 09:18:36 PM
Quote from: StormySunrise on August 03, 2016, 08:14:45 PMNot sure if this was already mentioned but, Stockholm Syndrome as a random chance to happen to prisoners kept captive after a week. then they auto join the colony if you accept.
I second this. It's a bit annoying to have a prisoner for over an ingame year who just won't join. I guess he's just cashing in on the free food and housing. Maybe instead of a random chance to just join, it should become easier to recruit (or for some harder, depending on a trait maybe?) your prisoners the longer they've been in prison.
How many prisoners of war are willing to switch sides after a stint in prison you think? I would doubt you'll find too many. They're going to want to be released and leave, not take up arms with you.
Quote from: Franklin on August 04, 2016, 10:58:21 AM
Quote from: Dreams_Of_Cheese on August 03, 2016, 09:18:36 PM
Quote from: StormySunrise on August 03, 2016, 08:14:45 PMNot sure if this was already mentioned but, Stockholm Syndrome as a random chance to happen to prisoners kept captive after a week. then they auto join the colony if you accept.
I second this. It's a bit annoying to have a prisoner for over an ingame year who just won't join. I guess he's just cashing in on the free food and housing. Maybe instead of a random chance to just join, it should become easier to recruit (or for some harder, depending on a trait maybe?) your prisoners the longer they've been in prison.
How many prisoners of war are willing to switch sides after a stint in prison you think? I would doubt you'll find too many. They're going to want to be released and leave, not take up arms with you.
Um here is whats wrong with your point
1. You are a colony not an army there are clear differences between a POW camp and a town prison
2. The way the prisons work in Rimworld are to make the best impression of the colony in order to keep your prisoners from breaking
3. Your colonists have to have a high social skill to recruit, have you ever met a very charismatic person in real life? They can be very convincing and could easily get you to do things you would rather not. (unless you are an introvert/anti-social type which would decrease the chances of this happening)
4. POW's are usually tortured for information (unless you are talking about more modern-day POW conditions) and as stated in point 1 you are a colony not a POW camp.
5.You do not know the pawns themselves, therefore there could be any reason for them to join that can be listed
6. sometimes the lack of stimuli and/ or isolation can make a person do things out of character.
7. Id like to think the pawns are smart enough to realize that they are not going anywhere anytime soon, and that the imprisoned pawns surely know they are not just gonna let them go without good reason (hence the relationship boost when sometimes releasing a prisoner)
This is one of my current problems with breeding:
1) Splitting stacks of hay. In order to feed the hens and roosters, they need equal stacks of food. This requires some amount of micromanagement. But there is no way to split the stacks equally.
2) Renaming chicks to roosters/hens. A quick button to rename each animal to a new more fitting name, just click it and instead of chick 20 it will be called Rooster 10 or Hen 10
Quote from: SpaceDorf on August 04, 2016, 10:49:20 AM
I repeat this one :
Please move the infos from the bottem left to somewhere they can be read when another info screen is opened.
I would really appreciate that as well.
Some sort or bar/restaurant idea, where visitors as well as pawns can use it for joy, but you'll need beer or other alcohol. For the grittier side you could include gambling and prostitution.
Personal tables! 1x1 or mergins tables for prisoner cells or colonist rooms. Better fitting in custom table craft too.
Quote from: CoolCat213 on August 04, 2016, 04:43:50 PM
Some sort or bar/restaurant idea, where visitors as well as pawns can use it for joy, but you'll need beer or other alcohol. For the grittier side you could include gambling and prostitution.
The game already features beer and visitors generally do congregate in your most opulent room or one with a meeting spot. So building a bar is something you might be able to simulate with no changes.
There is also a hospitality mod that adds a whole other level to this.
As to 1x1 tables... there is a mod for that. The table is listed as modular and can be set up against a wall like a counter. Come to think of it that would make a pretty convincing bar substitute.
Please don't hate me for this one :)
Falling Snow and Dust in Deserts could cover Solar Generators completely.
Solar Panels could collect dirt over time and lose performance generating the need to clean them.
Wind Generators should collect Ice when the Temperature sinks bellow a certain level.
Added research could give the Generators the ability to self clean by heating or fan which would use up energy.
The Ideas are actually real live concerns :
http://green.blogs.nytimes.com/2008/12/09/ice-tossing-turbines-myth-or-hazard/?_r=0 (http://green.blogs.nytimes.com/2008/12/09/ice-tossing-turbines-myth-or-hazard/?_r=0)
http://www.solar-facts-and-advice.com/solar-panel-cleaning.html (http://www.solar-facts-and-advice.com/solar-panel-cleaning.html)
Yet another one :
Owned Animals should abide to Zone Restrictions.
Even more so if they are trained, based on that their owner send them there !
Additional, untrained animals could ignore Zone from time to time and wander of, giving more meaning to training.
To slow down bonding with walking meat, the animals base intelligence should reflect the chance of bonding ( high with intelligent animals, low to none with others )
Again one Idea evolved into three.
some new traits :
-shopping queen : mood more affected by cloth qualities and hp.
-perfectionnist : tend to be unhappy when crafting / building low quality stuff
-weakling : get downed as soon as hit
-viking's blood : never downed ! fight until death
-careless : raise the durability lost per day ratio of his stuff
-sloth : need more rest each day
-mule : increased hauling capacity.
Quote from: kragnfroll on August 05, 2016, 11:37:37 AM
some new traits :
-shopping queen : mood more affected by cloth qualities and hp.
-perfectionnist : tend to be unhappy when crafting / building low quality stuff
-weakling : get downed as soon as hit
-viking's blood : never downed ! fight until death
-careless : raise the durability lost per day ratio of his stuff
-sloth : need more rest each day
-mule : increased hauling capacity.
-redshirt : always gets shot first :)
Man Rimworld makes me creative today
This one concerns farming :
Let Farmers Pick up the crops when harvesting, once they cant carry anymore or are done with one field they bring the crops to a stockpile.
--- Edit ---
Another one to the evergrowing Wishlist :
Add a "Allow Non-Rotten"-Option to Stockpiles
It is annoying when fresh kills land in the junkyard.
More apparell with boosts. Workclothes for stonecutting and sterile white coats for doctors and scientist.
Quote from: Illusion Distort on August 05, 2016, 05:34:23 PM
More apparell with boosts. Workclothes for stonecutting and sterile white coats for doctors and scientist.
theres a mod that does this, sorta. aparrello 2 , by shinzy.
WEAPONS RESTRICTIONS:
- to tag specific weapons so they are only usable with power armor
RENDER PRIORITY:
- right now, the head is always drown below the helmet, above the body, even if you have a full helmet. This is good for apparel that only covers part of the head, so you can see the rest. But not so for others. Could it be possible to specifiy a helmet that prevents the base head from being drawn?
More sane surgery failures.
I send my colonist to get a cataract removed, he ends up withut a leg, or lung or heart.
WTF?
Quote from: TrashMan on August 06, 2016, 01:34:07 PM
More sane surgery failures.
I send my colonist to get a cataract removed, he ends up withut a leg, or lung or heart.
WTF?
"- Patient has cataract.
- Cut out heart? OKAY"
or
"- Patient has cataract.
- Caterwhat? It is located in lungs, right? Okay, hold him tight!"
Hello
Id like to see that you can improve your tech level if you researched enough.
Like if you researched all stoneage items, you passed stoneage Level and you head on to midieval level and so on and so on.
Because right now it feels stupid to play as a tribe, because you dont have the feeling of progress. You researched electronics but you still have the mindset of someone in the stoneage. I dont know coding but for me this seems fairly easy.
I feel that blood and vomit among other pollutants that dirty our colonies should be washed away by rain or snow. Maybe not entirely but I feel that it become silly when blood from battles long ago don't seem to ever leave.
Smooth Walls
For those mountain dwellers who like to mine into the rock side. Essentially the same as smoothing floors, but with the walls. Perhaps offering neutral (zero) or small beauty points to a room.
Quote from: bechtoldj on August 06, 2016, 07:48:52 PM
I feel that blood and vomit among other pollutants that dirty our colonies should be washed away by rain or snow. Maybe not entirely but I feel that it become silly when blood from battles long ago don't seem to ever leave.
++good
Quote from: bechtoldj on August 06, 2016, 07:48:52 PM
I feel that blood and vomit among other pollutants that dirty our colonies should be washed away by rain or snow. Maybe not entirely but I feel that it become silly when blood from battles long ago don't seem to ever leave.
I'm 99% sure that this already happens.
Quote from: Supert on August 06, 2016, 01:38:54 PM
Quote from: TrashMan on August 06, 2016, 01:34:07 PM
More sane surgery failures.
I send my colonist to get a cataract removed, he ends up withut a leg, or lung or heart.
WTF?
"- Patient has cataract.
- Cut out heart? OKAY"
or
"- Patient has cataract.
- Caterwhat? It is located in lungs, right? Okay, hold him tight!"
I'm fine with surgical mess-us, but they should make some sense.
Not sending a guy to have a toe fixed and find him with a missing arm and liver.
Cataract failure? Cuts on the face, ruined eye, profuse bleeding, etc... fine, but keep it the area that was operated
Fires should throw sparks farther and more quickly during heat waves or on it's own event! No more easy firebreaks containing all fires.
Quote from: SpaceDorf on August 05, 2016, 02:00:24 PM
Another one to the evergrowing Wishlist :
Add a "Allow Non-Rotten"-Option to Stockpiles
It is annoying when fresh kills land in the junkyard.
All you have to do is enable 'animal corpses' in your stockpiles, then set your food store to a higher priority or disable the same in your dumping stockpile :)
"Lovin'" should be a joy activity.
Once again I'm not sure how cheap it is but I was wondering whether
tribal governments could provide government loans of government credit for ending discounted inventory submitted as interest payments for such loans to colonial partners.
After all, it's not as though they're very rich. Plus local industry partners don't seem to need to be hassled by an inability to invest in as many ventures as possible... like government land auctions and mining ventures.
"A colonist died" and "My friend died" and "My relative died" should not all stack. Should just be the greatest of them.
More mental breaks that are easy to do: https://ludeon.com/forums/index.php?topic=23011.0
Quote from: 123nick on August 05, 2016, 11:57:23 PM
Quote from: Illusion Distort on August 05, 2016, 05:34:23 PM
More apparell with boosts. Workclothes for stonecutting and sterile white coats for doctors and scientist.
theres a mod that does this, sorta. aparrello 2 , by shinzy.
Yes, but I think it should be in the core game, cant se any reason why they cant make resonable clothing including larger coats.
A simple one :
Wool Animals should start out with 100% wool growth instead of zero.
All Balance issues aside, the logic hurts my head why a 8 year old muffalo has no wool and suddenly starts growing wool after Tamer McPawn feed him some hay.
Another thing I noticed.
Roofed Outside Areas are considered dark, even at noon with a 100% Lit tile right next to it .. this is quite unrealistic,
outside light should have a radius like lamps and light up roofed areas.
Simple Cheap idea for getting people out of underground complexes and back into the light.
A new incident called Earthquake.
Causes a "rain" of rock chunks to fall, possibly injuring colonists that are struck by them. Plus the debris will need to be removed to facilitate passage.
A more elaborate event might include the following features:
The debris would NOT be uniform or ubiquitous. In some places none in others some random rock chunks, in especially heavy spots a "wall of rock" may seal colonist that survive inside.
But "Every cloud has it's silver lining."
Some of the falling debris might be iron ore or even silver or gold or components. And the "wall of rock" might just be compacted machinery or a vein of some ore.
Of course some surface damage is to be expected as well... Perhaps in the way of a few hit points to random spots of wall.
This came to me as I was playing through an extended period of "Toxic Fallout." Not sure which release that was added in but I guess driving people out of their caves wasn't all that important at the time ;-)
I was thinking that the warden could help break up fights and have more authority than just dealing with prisoners and social interactions. Based on the social rating of the warden and if he gets there in time, he could possibly calm down colony in fighting or help quell mental conditions, like daze and hide in room. Also linking peaceful arrests of colonists to social skills might be a good idea if it isn't already in the game.
Synthetic meat - can be researched after hydroponics, costs 400.
You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!
Quote from: twoski on August 09, 2016, 04:31:56 PM
Synthetic meat - can be researched after hydroponics, costs 400.
You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!
There's an app for that! Well, kinda there's a mod that adds a crop that serves as a meat substitute. I think it's called Quorn or some such. I don't use it since I like tailoring in leathers. If you try it an like it be sure and nominate it in the Topic "Nominate a mod to be included in RimWorld!"
Mental break to the effect of panic attack or numbing out - ending with the person passing out, being incapacitated for a small amount of time. No dazed walking, no other effects, just collapse on the spot.
Has this been said? It's a very long thread at this point. Anyway:
Shoes.
I feel like this is a survival game, and good shoes are a top 10 piece of survival gear.
Quote from: CannibarRechter on August 10, 2016, 11:50:36 AM
Has this been said? It's a very long thread at this point. Anyway:
Shoes.
I feel like this is a survival game, and good shoes are a top 10 piece of survival gear.
Could do for some gloves, too. Tired of guys having their fingers explode in fistfights.
My cheapest idea? Scale recruitment difficulty with the size of your colony.
As a quick and dirty example: Say the AI profile says the soft min is 3 and the soft max is 15. Modify the recruitment difficulty by +(5*population)-45. At 3 people you'll get a -30 modifier, enough to render a moderate difficulty prisoner into an easy one to convert. At 15, you'll get +30, enough to render a moderate difficult prisoner into a very hard one.
This will help keep colony populations somewhere in the desired range, even when bad luck and unfortunate narrator combinations otherwise might hose a player and end a game prematurely.
Quote from: Havan_IronOak on August 09, 2016, 07:27:02 PM
Quote from: twoski on August 09, 2016, 04:31:56 PM
Synthetic meat - can be researched after hydroponics, costs 400.
You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!
There's an app for that! Well, kinda there's a mod that adds a crop that serves as a meat substitute. I think it's called Quorn or some such. I don't use it since I like tailoring in leathers. If you try it an like it be sure and nominate it in the Topic "Nominate a mod to be included in RimWorld!"
Vanilla already has a way: keep chickens!
One more cheap idea: Show weapon DPS.
Next to each accuracy column, show a number that's (damage * acc / cooldown time). As it is, figuring out which weapons are more damaging than others is a big pain. This number won't fully capture what a weapon is, but it'll be much more useful than what you're presenting now.
Quote from: delor on August 11, 2016, 01:46:28 AM
One more cheap idea: Show weapon DPS.
Next to each accuracy column, show a number that's (damage * acc / cooldown time). As it is, figuring out which weapons are more damaging than others is a big pain. This number won't fully capture what a weapon is, but it'll be much more useful than what you're presenting now.
If this is implemented, it would require the game to be much more reliable. Right now, for example, the DPS is always much lower than 100% firepower. Sniper rifles may miss their only shot, and charge rifles may miss 2 of 3 shots even with a 15pt shooter with passion for it. If you mean damage per shot rather than damage per second, it would make much more sense.
It's not actually that hard to calculate DPS with inaccurate weapons; multiply the raw DPS by the chance to hit to get effective DPS at a given range. Burst weapons are a little more complicated, but not by much.
This is how you'd calculate raw DPS: (Damage per shot * Shots per burst)/((Warmup + Cooldown) + ((Shots per burst - 1) * Burst delay))
With less than 100% accuracy, you'd multiply that number by whatever your % chance to hit is. I banged out a spreadsheet to calculate DPS with various ranged weapons. if I knew how shooting skill affected accuracy, I could have thrown that in as well for even more gun theory goodness.
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Tribes have a very hard time getting started, due to the difficulty of researching the amplified costs of temperature controlling technologies, which causes heat waves to be lethal if they happen in the first years. Ideas for low-tech temperature control follow.
Basin: 1x1 in ground storage facility for water. You build it with 25 steel/stone, and put water in it in the cool months, then cover it up for later use. During a heat wave, you can uncover it, and use the water kept cool by the insulation provided by the structure to cool off a colonist suffering from heatstroke.
Extra blanket: created at a tailor bench (or similar) using textiles. When a colonist is in bed suffering from hypothermia, the extra blanket can be brought to help mitigate the effects of hypothermia while you wait for a fire to heat up the room.
Granted, the second one isn't as important, as heat generating technology is available at the base level, but forcing the research of a 3600 technology (electronics) and 1600 (air conditioning) drastically offsets the bonus provided by starting with two extra colonists.
--
EDIT:
"Eat this first" - Tired of my fridge getting packed with several different stacks of two meals. allow a tag for settlers to go for certain meals first, such as the four stacks of one simple meal, instead of four going for the one stack of ten.
Smarter stacking - Six sets of logs. 75, 34, 2, 21, 75, 15. Why do drones not fix this on their own? Okay, reasons. Can we have a "clean this up" button? A hauler will go to the zone and stack up everything that can be stacked.
The wound system need re-balancing.
It's so insanely easy to blow off someone arm or leg..with a pistol!
Combines with the insane surgery system, this kills all my play enjoyment. How does one fuck up so badly?
Only big, strong cutting weapons (smaller ones won't "cut it") and explosives should be able to destroy a limb. Nothing short of a 20mm will blow off a limb.
> How does one fuck up so badly?
Ah, the everlasting question of Rimworld...
1) Integrate mods into the main game.
2) ask the community if it can help build the game, doing graphics and sound and music etc.
First great game, I just bought No Man's Sky and still RimWorld is the one that keeps me hooked up.
Here are a few suggestion, I had more but I tend to forget unless I note them.
- Larger work priority range, from 1 to 6 for example.
- Add a watchtower, character can shoot over wall from it and could and have sand bag equivalent protection. Could be a 1x1 square.
- A crafting ways that is "You Craft until X and never have less than X" so that maybe the cook can take a break once in a while still having the minimum required.
- A work task that is "Tend Needs" or something like that, so that we can prioritize the NPC to take of himself before working maybe it be playing, eating, sleeping etc.
Electric wire hops, and wires that actually go straight or curve.
Right now if two power lines overlap or even run next to each other in parallel they join. This makes for really robust wiring systems but incredibly messy situations of sending colonists running around like crazy to switch off lights if you need to fire up a bunch of turrets.
- don't have powerlines auto-join with everything nearby.
- create power lines that are directional and only connect with actual end pieces - so you'd need one bent (existing, by graphic), one straight, X (joined), and X (hop).
- create a power-line that skips another powerline on the same grid spot as mentioned in 2 (must be perpendicular path). This way you can setup completely separate wiring grids for comfort, lights, defense, etc. Combined with the existing main 'power switch' it will be much easier to manage large sets of electronics.
Quote from: kriegtiger on August 13, 2016, 10:58:18 AM
Electric wire hops, and wires that actually go straight or curve.
Right now if two power lines overlap or even run next to each other in parallel they join. This makes for really robust wiring systems but incredibly messy situations of sending colonists running around like crazy to switch off lights if you need to fire up a bunch of turrets.
- don't have powerlines auto-join with everything nearby.
- create power lines that are directional and only connect with actual end pieces - so you'd need one bent (existing, by graphic), one straight, X (joined), and X (hop).
- create a power-line that skips another powerline on the same grid spot as mentioned in 2 (must be perpendicular path). This way you can setup completely separate wiring grids for comfort, lights, defense, etc. Combined with the existing main 'power switch' it will be much easier to manage large sets of electronics.
Great Idea, thought it through and condensed it.
You have to many special case scenarios.
Don't change the way Powerlines are built.
Create different Lines, thats enough. The Lines are treated like Zones and can co-exist in one Tile ( for balance sake, cap it at 5 or 10 )
The same should be true for Switches.
Powered Buildings need a Line Selection Button.
Lines can connect to the same Power Producing Buildings.
Done.
Bonus : A switchboard building that can splice / connect different lines. ( think multisocket plugs )
Quote from: SpaceDorf on August 13, 2016, 12:07:41 PM
Great Idea, thought it through and condensed it.
You have to many special case scenarios.
Don't change the way Powerlines are built.
Create different Lines, thats enough. The Lines are treated like Zones and can co-exist in one Tile ( for balance sake, cap it at 5 or 10 )
The same should be true for Switches.
Powered Buildings need a Line Selection Button.
Lines can connect to the same Power Producing Buildings.
Done.
Bonus : A switchboard building that can splice / connect different lines. ( think multisocket plugs )
Having a couple different base objects seemed 'cheaper' to me than writing new logic for the existing ones, but yes having powerline 'zones' would also be functional.
Better yet just have the power line be the same as it is already and have things that plug into it use a zone/channel property (with default being none/main-power), and then you can program specific switches to specific channels. You'd have to tweak more items to make it work but the net result would be more simplicity.
Quote from: kriegtiger on August 13, 2016, 12:22:06 PM
Having a couple different base objects seemed 'cheaper' to me than writing new logic for the existing ones, but yes having powerline 'zones' would also be functional.
Better yet just have the power line be the same as it is already and have things that plug into it use a zone/channel property (with default being none/main-power), and then you can program specific switches to specific channels. You'd have to tweak more items to make it work but the net result would be more simplicity.
That is what I was aiming at.
Simplicity == Userfriendlieness == Playability == Fun :)
The Problem with the new Items would be, that they still had to implement a functionality that is not yet in the game. The Zone Logic allready is and the selection ability "just" needs to expand the class for buildings.
( also following the Zone logic, the phases can be named )
Also drawing powerlines is so easy it should not be changed :)
I guess when you place conduits you'd click on it and the menu drops down so you can pick a wire system, like a zone or building material for other things.
There's far too many "incapable of" in backstories, and they make little sense. Only a few (like traumatized or physically/mentally disabled backstories) work, the others make no sense in the context of survival, where a pompous aristocrat would rather starve to death than pick an apple.
I'd suggest replacing most of them with "hates" (lower level) and "despises" (higher level).
It would function similarly, but instead of disabling completely, it forces a work speed penalty and a mood penalty when doing X type of job. Also, learning speed of said skill is halved.
Anyway to resize the mods UI the arrows feel tiny to click on. I guess changing the resolution can fix this but rather just have it larger from the beginning :)
Quote from: PilotBhav04 on August 14, 2016, 08:57:27 AM
Anyway to resize the mods UI the arrows feel tiny to click on. I guess changing the resolution can fix this but rather just have it larger from the beginning :)
+1
Two other shorties from me :
Pawns should have oppinions about the weather when being outside ( mood effects )
Non-Alcoholic beverages for the Ascets and players under 21 :)
This is cheap and simple:
On structures where they can come in different quality (beds, tables, billiard table)
Give us a setting button to change the minimum skill allowed to construct something.
A button like stockpile zones or just make the info square a bit bigger so it can fit a slider
like the minimum clothes % setting
Bet you can copy the minimum handle setting from animals and let user change the variable with slider
just hate it when your making something recourse expensive and your Noob with construct priority 4 comes and makes it shoddy
damn you grump
(btw are nicknames connected to character personality? grump;pessimist, burns;incapable of firefighting)
Nicknames, as far as I understand, are part of a single first/last combo. So any given nickname will ALWAYS be associated with a particular name.
Unless my digging is incorrect, there's no randomization whatsoever on name combinations.
UI: In the work priorities list:
When you click on a work type name, which has a skill associated with it, it should sort the workers by that skill: highest>0>unable.
If you right click: it should sort by their interest: 2 flames>1 flame>no flame.
Make resetting traps be under flick instead of haul since unless everyone laying around doing nothing they'll never get around to doing it so you have to order it one by one.
Another one for the UI :
I would like the ability for Identical Workbenches to be linked, so the can work the same list of Bills.
First I thought of copying the bills, but that "only" works for Bills set to "forever" or "do-until-X" If I want a specific amount
I still would have to handjuggle.
Quote from: SpaceDorf on August 15, 2016, 12:41:36 AM
Another one for the UI :
I would like the ability for Identical Workbenches to be linked, so the can work the same list of Bills.
First I thought of copying the bills, but that "only" works for Bills set to "forever" or "do-until-X" If I want a specific amount
I still would have to handjuggle.
Not a bad idea for it to be an option, but I often have different workbenches restricted to different people. I don't mind if my low-skilled pawns are doing things where skill doesn't matter, but if I put in an order for assault rifles I want my best crafter, and
only my best crafter, making all of them.
So do I, but things like reclaim can work on many workbenches and when I have more than one skilled crafter and need 20 dusters or parkas, pants and shirts .. it gets messy :)
--- Edit ---
Why must I have so many Ideas ?
One for the UI :
In the restriction tab where you select how the pawns should spend their time, make it so, that clicking on a hour sets the whole line to that type of activity.
And one for Gameplay :
Make it an Option to set Realtime Intervals for Autosave, so hours of paused planning don't go to waste if you forget to save.
> In the restriction tab where you select how the pawns should spend their time, make it so, that clicking on a hour sets the whole line to that type of activity.
Yes, please!
BIG aim bonus for shooting at unmoving/fixed/downed targets.
I'm talking about things like HIVES. My colonists were missing 90% of the shots from 5 feet away. Christ!
Probably been suggested before but...
Positive mood buff on the rescue of a rescued crash pod victim.
I just had a pod crash with an unaffiliated pawn aboard. No great stats but I have the facilities to rescue her. But if I rescue her rather than capture her and spend time and resources healing and feeding her she just walks out of my colony with no benefit to me.
If my colonists get a mood debuff for having an "innocent raider" die while a prisoner, then it only seems fair that upon the successful rescue of pod crash victim there ought to be an upside buff, no?
New auto-generated zone, similarly to Home Zone. It would be Indoor Zone.
Quote from: Havan_IronOak on August 15, 2016, 10:18:51 AM
Probably been suggested before but...
Positive mood buff on the rescue of a rescued crash pod victim.
I just had a pod crash with an unaffiliated pawn aboard. No great stats but I have the facilities to rescue her. But if I rescue her rather than capture her and spend time and resources healing and feeding her she just walks out of my colony with no benefit to me.
If my colonists get a mood debuff for having an "innocent raider" die while a prisoner, then it only seems fair that upon the successful rescue of pod crash victim there ought to be an upside buff, no?
You mean like getting a reward for doing like something like the right ( humane ) thing ?
Woooooooooaahh Dude :) Awesome.
I always rescue and treat downed raiders. My reward is faction goodwill, less hauling of gear :D , and the occassional organ donation ..
I applaud your policy but downed escape pod crash victims generally don't have a faction so there's no reward for rescuing them.
They have. Its called Spacers and gives you nothing.
Quote from: b0rsuk on August 15, 2016, 10:27:33 AM
New auto-generated zone, similarly to Home Zone. It would be Indoor Zone.
YES PLEASE.
Make rocks fall from mountain roofs when struck by mortar fire. It shouldn't be too horrifically difficult.
So this is infinitesimally irrelevant, but something I'd really like to see is more variety between the rock types. I know that currently Granite is a bit sturdier and Marble/Limestone gives slight bonuses to beauty, etc, but beyond that. For example, Limestone actually has a surprisingly high calcium content, and is generally a lot softer than other rocks (lower hp) but is very resistant to fracturing by electricity or heat, making it used often in steel alloys and ceramics (maybe represented in a creation option, or resistance to energy weapons). Maybe make Marble's beauty bonus a bit higher. Generally, just make the rock type matter a bit more.
Manhunters, who seek human flesh, should eat fresh human corpses, which are made of human flesh. Currently, manhunters run past corpses to find colonists to turn into corpses to eat.
When an infestation event occurs that includes multiple infestations at the same time, please send an envelope for each location that hives have appeared.
Quote from: ttc on August 16, 2016, 08:04:00 AM
When an infestation event occurs that includes multiple infestations at the same time, please send an envelope for each location that hives have appeared.
Yes, and mention the Number of Hives in the post :)
Steam-like acid marshes with damage modifiers from marching through them and obsidian barrels are my ideas.
New implant: self-destruction device.
When a person with this stuff is very seriously wounded, he/she EXPLODES like a mortar shell.
Aside from the obvious use - raiders - some colonist backgrounds would (random chance) come with this pre-installed. Mafia mobsters, special forces, cannon fodder, pit fighters, convicts...
Quote from: b0rsuk on August 16, 2016, 04:34:41 PM
New implant: self-destruction device.
When a person with this stuff is very seriously wounded, he/she EXPLODES like a mortar shell.
Aside from the obvious use - raiders - some colonist backgrounds would (random chance) come with this pre-installed. Mafia mobsters, special forces, cannon fodder, pit fighters, convicts...
Sounds Messy, I like it.
Probably already said but a timer on corpses for harvesting. give them like 1 hour in game time to take a heart or what ever from a raider, maybe do quality system so it lessor then ones you take from a live one. I know I saw harvest bionics from corpses already. Also not sure if its i nthe works I know there is a mod but I don't think I need a mod to cover staples but a bionic spine of some sort for when you got a crippled colonists I had one once nothing I could do for her, even take a bad quality one that damages her productivity, as long as it was vanilla and not a mod. So sick of mods being the answer for every thing, this is alpha mods should work their way into the vanilla system other wise moders will call dibs a lot of staples for the game...
https://ludeon.com/forums/index.php?topic=24212.0
Cheap idea. Almost no work at all. Saving a lot of annoying and unnecessary spreadsheet work for the player.
Quote from: b0rsuk on August 15, 2016, 10:27:33 AM
New auto-generated zone, similarly to Home Zone. It would be Indoor Zone.
and maybe slightly alter colonist ai to make them go to it automatically if they have toxic buildup above a certain level, and stay inside until it's below a safe one.
I would love the following (I believe all are cheap but would require an art asset):
- END TABLES. Tables that are 1 tile wide. Prisoners can eat off of them if they have a chair or possibly from their bed.
- couches. Like chairs but multiple tiles wide.
- animal graves and sarcophagus. Please let me bury my friends!
Quote from: Sanaart on August 18, 2016, 08:45:18 AM
I would love the following (I believe all are cheap but would require an art asset):
- END TABLES. Tables that are 1 tile wide. Prisoners can eat off of them if they have a chair or possibly from their bed.
- couches. Like chairs but multiple tiles wide.
- animal graves and sarcophagus. Please let me bury my friends!
You allready can Bury your pets, you just have to allow it in the graves/sacrophagus options
And you should disable the Type of your pet on the Butchers Table :D
for your other needs the modular table mod :
https://ludeon.com/forums/index.php?topic=10623.0 (https://ludeon.com/forums/index.php?topic=10623.0)
Have body shape independant from backstory.
Or have it changable over time.
Lots of mining and fighting builds up muscle. Starvation causes one to become thinner. Etc...
I don't plan to look through the whole thread to see if this was already addressed, because it's massive, but i think the sun lamps' wattage usage should be nerfed. Seeing as in the unstable A15 (although i know it's subject to change) the Ground-penetrating scanner is supposedly requiring huge amount of power to run, but i stands at 1500 W which is 100 W short to a sun lamp.
Nope it should definetly not be nerfed. It is one of the most powerful pieces of equipment in the whole game.
But it should maybe go into the description of the sunlamp that it uses massive amounts of power.
A few ideas:
Long-term incurable diseases which colonists get/manifest randomly and which slowly and gradually reduce their capacity to do things so that the player has to decide the precise point at which they need to be euthanized because they are too much of a drain on the colony.
Joining wanderers who turn out to be thieves and who will grab something good and start running within a few days of joining your colony.
A new faction appears, announced by the appearance of two or three wanderers who are fleeing the new faction and who ask to join you: if you say yes, the new faction is hostile and raids you immediately; if you say no, the new faction is friendly and sends a trader immediately.
Pirates could sometimes demand silver as tribute to avoid a raid.
Quote from: lowdegger on August 18, 2016, 07:10:33 PM
A few ideas:
Long-term incurable diseases which colonists get/manifest randomly and which slowly and gradually reduce their capacity to do things so that the player has to decide the precise point at which they need to be euthanized because they are too much of a drain on the colony.
You mean like Cataracts, Asthma and brain diseases ? Those are allready in the game :)
But you think of stuff like cancer ?
Quote from: SpaceDorf on August 18, 2016, 08:59:14 AM
Quote from: Sanaart on August 18, 2016, 08:45:18 AM
I would love the following (I believe all are cheap but would require an art asset):
- END TABLES. Tables that are 1 tile wide. Prisoners can eat off of them if they have a chair or possibly from their bed.
- couches. Like chairs but multiple tiles wide.
- animal graves and sarcophagus. Please let me bury my friends!
You allready can Bury your pets, you just have to allow it in the graves/sacrophagus options
And you should disable the Type of your pet on the Butchers Table :D
for your other needs the modular table mod :
https://ludeon.com/forums/index.php?topic=10623.0 (https://ludeon.com/forums/index.php?topic=10623.0)
ah was unaware; thank you for telling me!
Quote from: Sanaart on August 18, 2016, 10:08:21 PM
Quote from: SpaceDorf on August 18, 2016, 08:59:14 AM
Quote from: Sanaart on August 18, 2016, 08:45:18 AM
I would love the following (I believe all are cheap but would require an art asset):
- END TABLES. Tables that are 1 tile wide. Prisoners can eat off of them if they have a chair or possibly from their bed.
- couches. Like chairs but multiple tiles wide.
- animal graves and sarcophagus. Please let me bury my friends!
You allready can Bury your pets, you just have to allow it in the graves/sacrophagus options
And you should disable the Type of your pet on the Butchers Table :D
for your other needs the modular table mod :
https://ludeon.com/forums/index.php?topic=10623.0 (https://ludeon.com/forums/index.php?topic=10623.0)
ah was unaware; thank you for telling me!
Sometimes wishes come true :)
Read the last few pages of this thread and compare it to the changelog :D :D
Quote from: SpaceDorf on August 18, 2016, 10:31:12 PM
Quote from: Sanaart on August 18, 2016, 10:08:21 PM
Quote from: SpaceDorf on August 18, 2016, 08:59:14 AM
Quote from: Sanaart on August 18, 2016, 08:45:18 AM
I would love the following (I believe all are cheap but would require an art asset):
- END TABLES. Tables that are 1 tile wide. Prisoners can eat off of them if they have a chair or possibly from their bed.
- couches. Like chairs but multiple tiles wide.
- animal graves and sarcophagus. Please let me bury my friends!
You allready can Bury your pets, you just have to allow it in the graves/sacrophagus options
And you should disable the Type of your pet on the Butchers Table :D
for your other needs the modular table mod :
https://ludeon.com/forums/index.php?topic=10623.0 (https://ludeon.com/forums/index.php?topic=10623.0)
ah was unaware; thank you for telling me!
Sometimes wishes come true :)
Read the last few pages of this thread and compare it to the changelog :D :D
ah thanks for that! The mod will work for now, but here's hoping an official end table happens (not that it would be that useful, just want it aesthetically).
Also one other small suggestion so this isn't a waste of a post (I do know this one is in a mod, but I try not to use that many): allow the AI persona core to 100% cure brain damage! But people close to them will get a long but temporary debuff about how their friend/lover is behaving differently. Possibly also gives the colonist a trait like "annoying voice" or something.
An option/button that the colony dont admit new colonist ! as long as this option is activated no new colonist will join / appear so i can build a strong foundation
Since we will be seeing marijuana (unless Tynan renames it for legal purposes) in the stable A15, i thought we could have a separate strain which could be used alongside cotton as hemp for clothing. As far as I am aware Anno 1404 managed to get away with it being named hemp.
A starting mode of "Full Colony Ship." Best paired with the higher difficulties, this should just be a game start where you have an actual landed colony ship, ample supplies, etc. The colony ship should include some cramped rooms and simple beds, very little in the way of beauty or space, and should be something you can deconstruct for resources.
This might be more complicated to code than I'd think but one thing I'd like is a toggle for grow zones that makes them un-harvestable unless all plants within the zone are at 100%/ready to harvest. The reason for this is that if you leave your grower(s) with a high growing priority they'll go harvest the first plant that hits 100%, then go do something else, then harvest a few more that hit 100%, then do something else, rinse and repeat. Lots of time wasted walking. You can remedy this by disabling/deprioritizing their growing but then you have to keep an eye on the plants so they don't end up dying. It'd remove a small, superfluous layer of micro.
Quote from: SpaceDorf on August 18, 2016, 09:46:26 PM
Quote from: lowdegger on August 18, 2016, 07:10:33 PM
A few ideas:
Long-term incurable diseases which colonists get/manifest randomly and which slowly and gradually reduce their capacity to do things so that the player has to decide the precise point at which they need to be euthanized because they are too much of a drain on the colony.
You mean like Cataracts, Asthma and brain diseases ? Those are allready in the game :)
But you think of stuff like cancer ?
Exactly. Or like a degenerative muscular disorder which unexpectedly manifests in a colonist. Young people can get it and it affects many abilities or all of them, so that they become incapable of work long before they actually die, but their ability to to work degenerates slowly and steadily, so the player has to decide not only what to do with them but when to do it.
allow animal incest, so breeding isn't such a massive pain in the ass
A 'Fire Break Zone'. Basically you can declare a strip around your base to not allow anything that can burn. Your people would cut plants, chop down trees, move objects, etc. So when a fire breaks out it cannot reach your base in the event that you cannot respond to the fire because of another on going event.
You can create a firebreak by yourself, if you construct it out of stone or concrete floor.
both don't burn.
It's probaby already been suggested, but I like the idea of a wooden fence structure item. Aside fromdecorative purposed (would look nice as a border around a crop field) it could also act as a barrier against animal crossing.
I would like a layer (similar to Alpha15's Show Roofs layer) that shows soil fertility. It's tough to tell at a glance where fertile soil is when there's grass or snow everywhere.
I would also like the Cancel function changed so it doesn't remove Planning tiles. It's annoying having to redo my plans because I accidently placed a wall in the wrong spot.
(While we're at it, different colors for the Planning tiles would be nice, too.)
I would like to order colonists to Rest Until Healed by right-clicking their bed while they're selected.
As-is, I have to temporarily change their bed to a medical one, order them to rest until healed, and remember to change it back to a regular bed once they're healed (and before they start sleeping on the floor).
Heck, while we're adding orders to assigned beds, I would like to manually order colonists to Rest, too. I nearly had a colonist collapse from exhaustion because he refused to rest during his Work assignment; I had to scrub his whole schedule before he would get some sleep.
Quote from: MikeLemmer on August 20, 2016, 02:59:52 PM
I would like to order colonists to Rest Until Healed by right-clicking their bed while they're selected.
As-is, I have to temporarily change their bed to a medical one, order them to rest until healed, and remember to change it back to a regular bed once they're healed (and before they start sleeping on the floor).
Heck, while we're adding orders to assigned beds, I would like to manually order colonists to Rest, too. I nearly had a colonist collapse from exhaustion because he refused to rest during his Work assignment; I had to scrub his whole schedule before he would get some sleep.
Good Ideas, in addition I would like to have Medical Animal Beds, that my people don't put them so far away from my meds
When I prioritize Cleaning or Constructing something like a wall or power conduit, I want similar tasks around it prioritized as well. I'm tired of telling a colonist to prioritize cleaning the operating room only to have to right-click each blood stain in turn.
Fix the Work/Restrict/Assign colonist order so they're in the same order top-to-bottom as they are left-to-right at the top of the window.
Quote from: MikeLemmer on August 20, 2016, 09:49:14 PM
Fix the Work/Restrict/Assign colonist order so they're in the same order top-to-bottom as they are left-to-right at the top of the window.
Seconding this. The ability to rearrange them on either list would be nice, too.
Quote from: Pax_Empyrean on August 21, 2016, 02:21:37 AM
Quote from: MikeLemmer on August 20, 2016, 09:49:14 PM
Fix the Work/Restrict/Assign colonist order so they're in the same order top-to-bottom as they are left-to-right at the top of the window.
Seconding this. The ability to rearrange them on either list would be nice, too.
Rearrangement would be a complex fit. For now, I'd be happy with having the same order.
Suggestion: Hotkey for the informations tab. The letter "i"
It drives me mad seeing the little "i" there and having to click it every time
Failed operations should not destroy implants.
Nearly killing, crippling or outright killing a colonist is worse enough but feels still fair.
Destroying a rare piece equipment worth thousands of silver is just a dickmove, especially on survival mode.
raise torso hp to 60, so torso damage kills happen less
Restrictive animal food training
Not sure how easy this would be but what about an additional training course for animals. Once trained the course would enable you to use the system already in place in the health tab that allows you to select what medicines a pawn can or cannot use; listing little pictures of healing root, medkit, glitterworld medicine. The difference here would be rather than disallowing medication it would disallow certain types of food, it would show images of kibble, raw meat, plant pots, agricultural plots.
My cheapest idea is that a pawn should be able to haul something without a destination, and then I can tell them exactly where to drop it.
The reason I need this is because sometimes there are exceptions to my own dumping rules where I need this ability to manually haul items. One situation is that I want to keep weapons stored in certain places. Sometimes I want to have secondary weapons nearby.
I would like to see the AI updated so that raiders will walk through open doors instead of attacking them. This would make traps a viable option. Nothing would be more satisfying than leaving my heating duct "unprotected" and then closing some doors, flipping some switches, and having a viable heat trap.
And that makes sense too, because the raiders don't know the base layout and what purpose that room serves, so they might walk in to see what it is and if there's a way in.
Quote from: codyjriggle on August 22, 2016, 07:47:29 AM
My cheapest idea is that a pawn should be able to haul something without a destination, and then I can tell them exactly where to drop it.
The reason I need this is because sometimes there are exceptions to my own dumping rules where I need this ability to manually haul items. One situation is that I want to keep weapons stored in certain places. Sometimes I want to have secondary weapons nearby.
Nice option, but I fear to much has to be rewritten for that.
My two solutions that come to mind :
Micromanage by drafting, Force Equipping, Dropping and Forbidding.
Or one tile stockpiles with critical priority where you allow exactly what you want there to be stored.
If its outside and you are worried about decay use a equipment rack instead.
A job queue should be implemented.
It would be nice to tell a guy "Mine these 5 blocks" without having to change his work priority entirely.
A size counter for zones and stockpiles .. I often wonder how big my homezone is :)
I'm Legally Blind, I'd like To "See" An option to make things easier to see, Bigger Text, More Contrast, Easier to find Steel in the Mountains, Easier to See pawns at Heights via their name. Just bigger everything would be helpful. Shouldn't be Too Pricey To Do That.
Windows.
Quote from: codyjriggle on August 22, 2016, 09:16:12 AM
I would like to see the AI updated so that raiders will walk through open doors instead of attacking them. This would make traps a viable option. Nothing would be more satisfying than leaving my heating duct "unprotected" and then closing some doors, flipping some switches, and having a viable heat trap.
This. Raiders and hostile animals should be able to walk through an open door, surely?
I would like a view (similar to the Show Roofs option in A15) that highlights all items & animals in bright green to help me find stuff scattered across the map.
Quote from: lowdegger on August 22, 2016, 01:31:24 PM
Quote from: codyjriggle on August 22, 2016, 09:16:12 AM
I would like to see the AI updated so that raiders will walk through open doors instead of attacking them. This would make traps a viable option. Nothing would be more satisfying than leaving my heating duct "unprotected" and then closing some doors, flipping some switches, and having a viable heat trap.
This. Raiders and hostile animals should be able to walk through an open door, surely?
Not to go too off-topic, but as I understand it, it used to be you could lock doors. It was decided it was not a good game balance, and was changed into the format you see now. I like to think of them as locked doors, with colonists knowing the 'trick' to opening the door.
--
I'd like a faster way to forbid and unforbid items, I'm talking drag a box.
> I like to think of them as locked doors, with colonists knowing the 'trick' to opening the door.
They have the keys. ;-P
Blooper grenade launcher. Slower than grenades to reload, but much more range / direct explosion effect on impact with a grenade size blast.
Quote from: SpaceDorf on August 22, 2016, 10:15:31 AM
Quote from: codyjriggle on August 22, 2016, 07:47:29 AM
My cheapest idea is that a pawn should be able to haul something without a destination, and then I can tell them exactly where to drop it.
The reason I need this is because sometimes there are exceptions to my own dumping rules where I need this ability to manually haul items. One situation is that I want to keep weapons stored in certain places. Sometimes I want to have secondary weapons nearby.
Nice option, but I fear to much has to be rewritten for that.
My two solutions that come to mind :
Micromanage by drafting, Force Equipping, Dropping and Forbidding.
Or one tile stockpiles with critical priority where you allow exactly what you want there to be stored.
If its outside and you are worried about decay use a equipment rack instead.
Thank you for the helpful suggestion.
Your solution works for things that can be equipped, but not for everything.
It wouldn't require much rewriting. A new "add to inventory" option when I right-click on a dropped item (let's suppose pawns have an inventory of 1-2 items) and then I can draft them, send them where I want and drop the item. It's exactly what you're suggesting except I want to do it with any item instead of just weapons/apparel.
*Sorry for posting 100 things but I just got the game so I'm throwing out every thought I have
I have an imprisoned pawn who has gone berserk and is punching his way through a steel door even as I repair it 10 times over. Should people really be able to punch through steel walls? It would make more sense for him to mangle his hands in the process or just hang himself in his room.
Mood buffs/debuffs should have a linear decay as this is more realistic.
It would be nice to have the ability to repair clothing and weapons provided I have the correct materials
Quote from: codyjriggle on August 23, 2016, 04:27:10 AM
It would be nice to have the ability to repair clothing and weapons provided I have the correct materials
but it shouldn't work forever. like, a piece of clothing lasts, say, a year on its own, and a decade if it's being repaired regularly, but at some point it's just impossible to patch it up again. sure, not quite as cheap as infinitely repairing it in terms of development time, but then again, not that difficult, either.
sorry if these are posted often:
More auto-zones: Right now we have the Home zone, which can be automatically created and expanded, but it would be useful to have more, like "under a roof" zone - created for every square under a roof, and the player could manually expand on that to link the different areas... or "Inside the base" - for the biggest enclosed area created.
at least these two are some I manually create and use in every game.
Banish colonists: while you can release captured enemies, there is no straight way getting rid of trouble making colonists after you arrest them, I mean without killing them. Right now you can exploit the system of prison break, and purposely let the unwanted imprisoned colonies escape, hoping they'll make it to the edge of the map before the next berserk break.
Make food health related: Colonists that feed on mostly one kind of food get sick more often, while others whose meals are made of all sorts of different foods, including meat, are more healthy, as in real life
New player & first post here. This idea may have been mentioned before, but reading back through 234 pages...
As a struggling new player, picking a good mix of initial colonist characteristics is proving essential - but time consuming, often resorting to pen and paper. Something that would make this process much speedier would be:
An extra 'overview' panel on the colonist select screen that totals up all of the stats & 'experience flames' for each skill. Also, if you hover mouse over each skill, you see the list of characters currently selected and their level (or inability) in that skill - to save you clicking back through the character tabs to check.
Cheapest one I could think of would be having the ability to smooth walls just as you can the floor for beauty effect.. the ability to research agriculture allowing for farmers to get higher temps out of crops and the Ability to till soil and work up stone flooring OUT side of mountains so you churn it in to rich soil but this must be done after every harvest. Another idea a bit more costly would make radiation poisoning and mutant creatures appear for 1 season after toxic fallout. Depending on the biome there are alien races friend and foe that can be traded with. Even the ability to have an alien pet that must be fed specific foods (insect jelly, or human parts) to keep it from going berserk. I dunno just ideas.
TRAITS:
Hardass - pawn takes 25% less pain
thick skin - Pawn takes 10% less pain
Thin skin - Pawn takes 10% more pain
Early riser - pawn needs 25% less sleep to feel rested
Tank build - Pawn gets 15% more hp per body part, because hes built like a tank - also with a 5% boost of pain tolerance, and 15% boost in immune system.
Meticulous efficiency - Pawn is very careful about not having waste in any thing they do. Production of items uses 5% less materials, mining / reaping crop produces 5% more, and deconstructing things gives 15% more materials, but is 10% slower at all these tasks
Give Animal Beds the ability to switch between medical and normal.
( I may have suggested this before, I am not sure :) )
Quote from: mumblemumble on August 23, 2016, 04:30:07 PM
TRAITS:
Hardass - pawn takes 25% less pain
thick skin - Pawn takes 10% less pain
Thin skin - Pawn takes 10% more pain
Early riser - pawn needs 25% less sleep to feel rested
Tank build - Pawn gets 15% more hp per body part, because hes built like a tank - also with a 5% boost of pain tolerance, and 15% boost in immune system.
Meticulous efficiency - Pawn is very careful about not having waste in any thing they do. Production of items uses 5% less materials, mining / reaping crop produces 5% more, and deconstructing things gives 15% more materials, but is 10% slower at all these tasks
Trait :
Stalker : Follows a Pawn of the fitting gender as a "joy"-activity
Unsure if this was previously recommended, but:
Cooks hauling their complete allowed quantity of food when hauling from a non-stockpile. I am not sure if this would be easy, but a great deal of time can start to be eaten up by a cook walking to a grow area, grabbing 10x potatoes of the 50x around them, walking back to the stove, and repeating.
Toggles for fueled items. It would be nice to have emergency stoves, generatos, etc without needing them to be constantly fueled.
Perhaps less cheap: Toggles for growing areas. I would like to have my non-plant cutting growers still harvest, but not waste time planting an area that will freeze before the crop can grow. Maybe just seperating grow from harvest, and not allowing growers to be unable to "cut plants" It seems odd that growers will harvest on time, or I can flag to harvest, but flagged won't be worked by the grower when manually directed.
Restricted areas. Opposite of permitted, for when you will always/almost always want your people to stay out of an area. Trap areas for example.
> I am not sure if this would be easy, but a great deal of time can start to be eaten up by a cook walking to a grow area, grabbing 10x potatoes of the 50x around them, walking back to the stove, and repeating.
The fix for that is already part of the game. You want to create a couple of relevant stockpiles next to your stoves.
Quote from: CannibarRechter on August 24, 2016, 10:29:12 AM
> I am not sure if this would be easy, but a great deal of time can start to be eaten up by a cook walking to a grow area, grabbing 10x potatoes of the 50x around them, walking back to the stove, and repeating.
The fix for that is already part of the game. You want to create a couple of relevant stockpiles next to your stoves.
That works until the stockpile is empty, in the instances you are trying to catch buck up on food production. It does not happen often, but when you are fighting to recover from massive food loss, it becomes frustrating to watch a cook or 2 walk to the grow area to only haul 10x potatoes. I agree it is perhaps not a frequent problem, but it has hampered my post catastrophe recovery, especially with so many pawns unable to haul.
Quote from: Warwood on August 24, 2016, 10:07:26 AM
Toggles for fueled items. It would be nice to have emergency stoves, generatos, etc without needing them to be constantly fueled.
Perhaps less cheap: Toggles for growing areas. I would like to have my non-plant cutting growers still harvest, but not waste time planting an area that will freeze before the crop can grow. Maybe just seperating grow from harvest, and not allowing growers to be unable to "cut plants" It seems odd that growers will harvest on time, or I can flag to harvest, but flagged won't be worked by the grower when manually directed.
Restricted areas. Opposite of permitted, for when you will always/almost always want your people to stay out of an area. Trap areas for example.
Generators can already be turned off. Not sure about stoves, but I believe they only use fuel when they're in use.
Growing areas can also be set to disallow sowing (unless this is CCL?)
I would like Restricted Areas too, but the functionality is already in the game, via the Invert Area feature. Set an Area, then invert it, so that it includes everything EXCEPT that area. I use this for my animals, setting an animal area to include everywhere except the food storage area, and I've used it once for a trap area; It was a bit of a pain in the ass, as my colonists wouldn't touch the bodies in that area until I turned it off. It's less intuitive than an actual Restricted area, and it makes the mini-map on CCL look kind of weird, but it works precisely like you're asking for.
Perhaps we could have trade caravans, to trade with friendlies.
Quote from: Warwood on August 24, 2016, 10:07:26 AM
Unsure if this was previously recommended, but:
Cooks hauling their complete allowed quantity of food when hauling from a non-stockpile. I am not sure if this would be easy, but a great deal of time can start to be eaten up by a cook walking to a grow area, grabbing 10x potatoes of the 50x around them, walking back to the stove, and repeating.
Toggles for fueled items. It would be nice to have emergency stoves, generatos, etc without needing them to be constantly fueled.
Perhaps less cheap: Toggles for growing areas. I would like to have my non-plant cutting growers still harvest, but not waste time planting an area that will freeze before the crop can grow. Maybe just seperating grow from harvest, and not allowing growers to be unable to "cut plants" It seems odd that growers will harvest on time, or I can flag to harvest, but flagged won't be worked by the grower when manually directed.
Restricted areas. Opposite of permitted, for when you will always/almost always want your people to stay out of an area. Trap areas for example.
I would suggest changing it so that for quickly-produced items like meals, the cook/crafter/etc grabs enough mats for, say, 5 meals & then crafts all 5 meals in a row.
When you claim completed buildings, don't automatically turn it into a roofed zone. I had a collapsing roof cut off my deconstructer's nose because he automatically put a roof over a 2x1 building before deconstructing it.
Perhaps occasionally make bad mood modifiers take a little while to hit. Like a "My Friend Died" that sits at 0 for a day until it actually hits, perhaps with different behavior past that.
Also mood modifiers with linear or near-linear decay. It's weird when someone just gets over something and is now, a year later, completely not bothered by something that just yesterday was causing him great mental distress.
Prosthetics for missing hands/feet/ears/arms beyond full bionics. There are Victorian Era prosthetics and even a hook hand/arm is better than no hand. Not sure how cheap (adding limb parts/joints is), but also changing arm from an at-the-shoulder and leg at-the-hip to a jointed system with a lower and upper leg that can each take damage or be lost. It's strange for someone to get their whole arm shot off consistently by rifles.
Also, if we're looking at A15, a proper painkiller that's not a serious narcotic.
Some form of self-treatment option. One shouldn't need another person to bandage their arm.
The only low-tech prosthetic I really want ATM is a pirate hook to replace a severed hand.
A small one for working behavior.
Proximity to a job should overwrite/remove claims from other pawns.
Example : 5 pieces of wall get constructed on the far end of the map. 3 pieces are claimed to deconstruct and the pawns start waddling across the map.
Dave gets here first, starts deconstructing, he finishes one and claims the next one.
The other two claimed constructors get here and start deconstructing
Meanwhile Steve finishes constructing the Geothermal Reactor on the other end of the map and claims the last piece of wall to be deconstructed.
As of Now :
After deconstructing, the 3 pawns leave, with luck they take some parts of the walls with them.
Steve may reach the wall before dark, or he gets hungry and also goes home.
My suggestion :
Dave finishes his work looks at the wall "Yo guys who is doing this ? .. No way .. I am here I do it "
Steve gets thrown from the job and can go home early. The job gets done on the same day.
Everybode is happy :)
Just a couple of quick suggestions:
I think a proper indentation of sub-categories of resources in resource readout (left-side of screen, showing resources) would improve readability.
(http://i65.tinypic.com/8y9ikh.png)
- make resource readout scrollable
- move hay out of vegetable category (I know there was a mod (https://ludeon.com/forums/index.php?topic=17134.msg185848#msg185848) doing it but having it in vanilla seems reasonable)
- add possibility to enable/disable a storage area
sometimes I set a storage area with specific filters but I want to enable it only if needed (i.e.: food in prison when I have prisoners).
Now several possibilities exist:
- delete it and recreate when needed
- allow no resources when not needed and enable wanted resources again when needed
- set it to low priority - still resources will be moved when other storage areas are full
Would be nice if I could keep settings of a storage area but temporary disable it.
It could be implemented as a toggle (on/off) or as an "OFF" priority
Quotemove hay out of vegetable category
While you're at it, move kibble out of the meal category. I haven't played with beer, but seeing it in the meal category also annoys me; Chocolate I'm on the fence with, because I haven't had it often enough to know if it should count as a meal.
I see these options as meals in game, so I can't imagine it would be too hard to add these traits? I could be wrong though and feel free to smack me if so:
Vegan - Colonist prefers to eat meals containing no animal
products, and will get a strong mood debuff they are forced to eat a meal with it.
Vegetarian - Colonist prefers to eat meals containing no meat and will get a mood debuff if they are forced to eat a meal with meat (but not as much as the vegan)
"Forced to" in this situation is that I imagine that the colonist will always prioritize eating a vegan/vegetarian meal unless none are available and they are starving.
And then:
Hearty Eater - Colonist is not picky and enjoys eating anything, and will not get any mood debuffs for eating raw food and such. But they will still get food poisoning and such if they eat contaminated food.
Quote from: DariusWolfe on August 26, 2016, 11:57:43 AM
Quotemove hay out of vegetable category
While you're at it, move kibble out of the meal category. I haven't played with beer, but seeing it in the meal category also annoys me; Chocolate I'm on the fence with, because I haven't had it often enough to know if it should count as a meal.
And maybe move human meat out of meat category.
Simple armor like kevlar or a helmet should not require components.
Advanced armor? Sure.
Selftreatment at around 1/4 of the medicine skill
Allow eating meals at a chair without a table at a lesser mood debuff.
Keybinding for beauty display/room stat display.
Manhunter packs should not make a beeline for the nearest human, instead loitering around the area, eating their normal foods, but the pack will attack humans on sight. Their behaviour when encountering walls and doors should depend on the animal's intelligence and physical size/strength. Elephants, muffallo, rhino, giant sloth, thrombo, and bears could attack nearby objects (walls, furniture, etc.) to where they last saw a human.
Dealing with a manhunter pack could also have some diplomatic effects, like improving your standing with all/most factions for taking out the threat. Might trigger some hostile tribals or pirates to come along and try to steal some of the corpses
Ores mined by megaspiders should not be allowed to interact by default.
This brings some chaos for colonists mamagement especially when there is big hive and they're constantly trying to get mined-by-megaspiders ore.
Acid rain and it's effect on partially disintegrating structures. This, in turn, would require them to be repaired. I figure there would be no change to crops due to the rich volcanic soil of Rimworld.
For all bills, you have the option to select "Drop on floor" or "Take to best stockpile". What I'd really like to see is the option to "Take to nearest stockpile" so that completed items can be dropped in a nearby lower-priority, eligible stockpile to be later moved to a higher priority stockpile. This provides the quick turnaround of dropping the item onto the floor without stuff piling up and blocking doors from closing.
Seeing as there are hare variants, could we have a tropical turkey variant?
(http://i.imgur.com/2Gz6CKU.jpg)
I have a couple but I didn't read through the through the thread so they may or may not be redundant.
1. You could make a rudimentary sleeping spot out of wood that is uncomfortable. The current low tier bed would require cloth/leather to make.
2. Add comforters as an item to be made at the sewing station that would be geared to beds. They can boost comfort, add a bit of warmth while sleeping and give a chance to enhance sleep quality which could boost mood and/or work efficiency.
3. Add an insulated wall option to be researched and would require wool + build material to construct with the effect of the heat exchange between rooms decreasing by x%.
4. I know there is a mod for this but it would be nice to officially be able to recycle clothing items to reclaim fabric.
5. Hammocks as a joy/rest item.
6. Additional traits such as Vegetarian (only eats plants), Carnivore (only eats meat), Claustrophobic (doesn't like being inside/won't sleep inside), Monophobia (fear of being alone/must share a bedroom and/or increasingly bad mood when alone for extended periods of time)
7. Water Fountains as a sculpted item requiring a component + building material. Not only could they add beauty to an area but the sound could give a temporary mood boost to pawns located in a certain radius.
Ok it turned out to be more than a couple. lol Hope it helps. Love your game. Can't wait to see what's next!
Quote from: Thunder1 on August 27, 2016, 11:27:33 PM
For all bills, you have the option to select "Drop on floor" or "Take to best stockpile". What I'd really like to see is the option to "Take to nearest stockpile" so that completed items can be dropped in a nearby lower-priority, eligible stockpile to be later moved to a higher priority stockpile. This provides the quick turnaround of dropping the item onto the floor without stuff piling up and blocking doors from closing.
Agreed. Although personally I haven't found stuff piling up so much the door's jammed open to be a problem.
Ok cheap ideas... i think these may be cheap*
Dart board- possibly a reskin of the horseshoes post? Doesnt seem that expensive
Make party/marriage spots invisible outside of architect mode... probably not cheap but not expensive
Religious spots- locations 1×1 like party spots, with toggle to prioritize prayer/ mediation, just so my chapels/ monestaries see a bit more use. Though that might be expensive?
Boomrats/rats/bunnies build nests that they try to stick around, like insect hives work i guess?
Sorry if these are actually expensive, im only familiar with with the Ruby framework of RPGmaker VXace, and i tend to lose track of time fiddling with that haha
Also Tynan? Thank you for the work you do, tgus is the most fun I've had with a game for a long time!
I think it would be nice to travel to other "nodes" of the world, you already generate an entire map, so it shouldn't be that hard to make it so you can travel to all those nodes, then again, what do i know about programming, if you do read this, than thank you :)
Quote from: Phantazmya on August 28, 2016, 09:44:41 PM
I have a couple but I didn't read through the through the thread so they may or may not be redundant.
1. You could make a rudimentary sleeping spot out of wood that is uncomfortable. The current low tier bed would require cloth/leather to make.
2. Add comforters as an item to be made at the sewing station that would be geared to beds. They can boost comfort, add a bit of warmth while sleeping and give a chance to enhance sleep quality which could boost mood and/or work efficiency.
3. Add an insulated wall option to be researched and would require wool + build material to construct with the effect of the heat exchange between rooms decreasing by x%.
4. I know there is a mod for this but it would be nice to officially be able to recycle clothing items to reclaim fabric.
5. Hammocks as a joy/rest item.
6. Additional traits such as Vegetarian (only eats plants), Carnivore (only eats meat), Claustrophobic (doesn't like being inside/won't sleep inside), Monophobia (fear of being alone/must share a bedroom and/or increasingly bad mood when alone for extended periods of time)
7. Water Fountains as a sculpted item requiring a component + building material. Not only could they add beauty to an area but the sound could give a temporary mood boost to pawns located in a certain radius.
Ok it turned out to be more than a couple. lol Hope it helps. Love your game. Can't wait to see what's next!
3. and maybe some kind of high-end insulating material could be used in the lategame.
6. how about some less intense traits? like, only getting a really hard mood hit when eating meat/plants, and prioritizing the preferred food, instead of being completely incapable.
I want to attach a pirate hook to colonists missing an arm for +10% Manipulation.
make campfires and torches SPOTS that never go away, and instead need to be built / fueled, but if they expire the spot and bills are not lost, and colonist try to immediately refuel them as soon as possible. This would keep bills from expiring on campfires, and make them less tedious
a tick box for medical care which allows medicine ONLY for open wounds...I hate using medicine on bruises. literally no benefit, wastes medicine.
Adding heatwaves, deaths, smaller events to the history as marked events. one heatwave almost killed my colony, but it not shown in history.
Also; more clothes variety for the different eras, like some medieval clothes, or tribal headwear (like muffalo skull helmets, ostrich feather caps aztec/indian style)
Militry fatigues or bandit outfits, crowns? Fancy religious outfits?
Also maybe tweak so factions can appear/disappear? Just like they change leaders?
On that note maybe only allow that notification to pop up when visitors of some description pop up? Or talking with a prisoner?
Quote from: ikaros0153 on August 29, 2016, 03:45:33 AM
I think it would be nice to travel to other "nodes" of the world, you already generate an entire map, so it shouldn't be that hard to make it so you can travel to all those nodes
I second this. Currently I am so happy with RimWorld and this is the thing I would like to see added most in the game.
Hi there,
I am loving the game but in the interest of self sufficiency please add the ability to manufacture bionic body parts rather than forcing me to buy them (or make bionic legs be in stock with anyone!)
keep up the good work, im really looking forward to getting my dudes hooked on drugs :)
How about being able to build a Pyre? Just a giant, contained, one-time-use fire you could build with a substantial amount of wood for the purposes of burning corpses and unwanted items such as tattered apparel. This could suit a more neolithic play-through, as well as support the disposal of corpses before crematorium tech and for anyone who doesn't wish to bury/eat their dead.
Quote from: Stormcow187 on August 30, 2016, 06:19:08 AM
Hi there,
I am loving the game but in the interest of self sufficiency please add the ability to manufacture bionic body parts rather than forcing me to buy them (or make bionic legs be in stock with anyone!)
keep up the good work, im really looking forward to getting my dudes hooked on drugs :)
It's part of the idea of the game that you DON'T get to make some stuff. you just can't. it would be nice to be have some kind of beacon to attract traders, though, possibly specifying what kind, too. also, maybe some kind of high-tech faction that avoids conflict with the other factions and trades a bit, because trade caravans are much more common than orbital traders, which would have things like bionics in store.
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.
Another way to make mountain bases riskier without resorting to a full-blown bug invasion.
Quote from: MikeLemmer on August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.
Another way to make mountain bases riskier without resorting to a full-blown bug invasion.
maybe taking roof stability as a base for calculating the chance of it happening?
Here's a cheap idea: Let wardens arrest berserk people. It seems silly that, at the moment, you can't really arrest misbehaving people.
It could be a social skill check that requires an empty jail cell. Possibly, a skill that factors in the average of social + (melee or ranged, depending on what weapon the warden has equipped).
Succeed, and the target gets sent to jail and spends a few days cooling off as a prisoner. Fail, and the target can't be talked down for the remainder of the berserk spell.
This would let capable wardens end berserk incidents without risk of injury, while still making berserk a bad thing. You lose the berserker for the duration of the spell, still, and also have to waste manpower arresting and then feeding the berserker.
Quote from: blub01 on August 30, 2016, 03:18:03 PM
Quote from: MikeLemmer on August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.
Another way to make mountain bases riskier without resorting to a full-blown bug invasion.
maybe taking roof stability as a base for calculating the chance of it happening?
Eh, I personally think just having it choose the spot randomly will naturally lean towards larger rooms.
Quote from: Blixit on May 15, 2016, 12:28:09 AM
... tone down the berserk mental state a tad cause that can also hurt the fun.
This, a million times this! A stress-induced slap or two I could understand, but going full on mortal kombat on your friends is ridiculous and infuriating. It should trigger nothing more than a social fight.
Log Barricade:
Similar to a sandbag, made out of wood and is a few logs piled up to make a defensive fortification.
Happy thoughts for visiting the beach or the coast. "Visited the beach +5, 12 hours"
reclaiming old tattered clothes and repairing weapons/clothes should be doable. it gives more value to the Tailor/Smithing traits.
Weird names in bold are an attempt to create unique identifiers for discussion purposes. E.g. "I really like ninemonkey but don't think we could do miggleprops."
warble71: Gravel. Make it a bill at the stonecutter bench. Any rock chunk can be made into some gravel. Gravel becomes a stackable resource. Use gravel to make concrete floors and sandbags. Because steel makes no sense.
hillorange: Self-taming visitors. Based on how dope your area is, a visitor might become a colonist by "self-recruiting". Combine visitor, wanderer, and self-taming features into this.
lardercarriage: Recruiting non-prisoners. "Blue" guests of your village leave after a short time. That's a good rate limiter. Your socialites (warden for now) should attempt to recruit people to your village. Small chance of success but would SUPER awesome way to get some people. Plus I hate imprisoning people I save.
ninemonkey: Sledges. A sledge is made from wood and steel. It is a gear item that must be forced worn. It is auto-dropped whenever the current action is not "haul this". A sledge worn by a colonist reduces total move speed but increases carrying capacity. Eventually you can make animals pull sledges and get speed boosts over snow. But that's later. For now, just a sledge.
getridofboomrats: Seriously. They're fast. They're many. Fire is VERY dangerous in several ways. Fire already has a large number of ways to randomly spawn and precious few ways of managing. The random events "mad animal", "revenge" from a stray bullet, and "manhunter packs" that auto-route to any available colonist combine to make boomrats a net detractor from the game. We already have boomalopes. Leave it at that.
miggleprops: Let me grow cacao in tropical climes and make chocolate with cacao.
21sleepmark: Room actions. This one might be more than 4-hours. But, if you can use a list instead of a single action, and operate on that list until it's empty, and never add items to the list but only remove them, then you should be able to create a list of actions, assign it to the colonist, and they should execute until the list is empty or a new action comes in and the list goes away. Combine that with the fact that you have a model of what a "room" is and you should be able to extend existing commands for tiles in rooms to all tiles in rooms. Use cases: "make roof for this room", "clean dirt in this room", "clean blood in this room", "repair in this room", etc.
peacecake: Voluntary global speed modifier. Let me set a % of speed on a colonist to reduce how fast they move and work. If it set it to 50% then they should work and move 50% slower. Let this be a way to reduce heat stroke.
mono111: Shade. Allow shade to reduce the temperature of a tile. Honestly, between this and peacecake, my problem is that heat waves never killed entire tribes and they didn't need to build any kind of passive cooler. People lived in hot parts of Africa for generations without air conditioning and they did so by staying in the shade, working slower or not at all during the heat of the day, and taking advantage of cooler temps at night. Managing heat waves should NOT be this complicated.
argylemiscreant: Bottom left corner of the screen. I use the hover feature to see terrain, roof status, and other things about what my mouse is over. However, I most often need that info when directing a colonist to take an action. Problem is, selecting a colonist puts their info card in the bottom left corner, hiding the information in the hover. Make both data sets visible at the same time please. Very frustrating.
sweetsix: Hitting the "home" key on the keyboard should take me to the center of the largest home area in the map.
briar87: Cooks should never eat raw food. They should also prioritize cooking their own meal over eating raw except in the edge case where they will pass out if they don't eat.
crabsandwich: Dead colonists unfinished crafts should be deconstructable. This might be the best way to get rid of garbage apparel, too.
possebranch: Colonists should have a fear response to frag grenades that they have direct line of sight to within a square or two. They should run away from grenades with a fear response, even if that means putting themselves in danger.
zeropetunia: Is there any chance a warden could transfer a prisoner? You could maybe allow prison beds/spots to be assigned the names of current prisoners, then prioritize a transfer from where they are to where you want them. They'd still be in restraints, but it could have added danger of a prison break event.
greatflog: Flickable vents, allow you to open and close them, effectively turning them on or off. This would make vents to the outside a reasonable possibility.
pineconeradio: I'd like to be able to make a pavilion. Basically just pillars with a roof. This wouldn't count as room, so maybe that's just not possible right now.
greekmark: Spear fishing. It's hunting but with a spear in a body of water!
OK, I think that's enough brainstorming.
Underground rocks - Taking those rock textures on the dirt, and actually giving them an effect!
Trying to build anything on it wouldn't work unless you excavated the rock (you need even ground) and then yields a stone, possibly even a bit of steel / ore. Would make building, gardening, and other stuff more challenging, as well as provide a stone resource on FLAT maps too, helping with game balance perhaps.
digging them up would use the mining skill obviously, also making mining useful on flat maps.
Why not cobblestone walls and paths? They could be made from the stone chunks but be weaker than brick walls. The paths would look nice but be slower than concrete.
What about a wheelchair for the one who got pelvis shattered.
I have a pawn got pelvis shattered,can't move anymore. He once served me well. I don't want to freeze him in casket or kill him. So I put him in medical bed,set a TV in front of him,let others feed him every day. Hoped the power amor can make him walk again,but that failed,he can't dressd it.
Can we just have some sympathy to those loyal disabled by create him a wheelchair?
maybe already suggested, but please keep statistics tab visible even after colonists' death: would be very nice to review their life (they slept for 4 days, ate for 2 days, and so on)
Quote from: MikeLemmer on August 30, 2016, 04:54:01 PM
Quote from: blub01 on August 30, 2016, 03:18:03 PM
Quote from: MikeLemmer on August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.
Another way to make mountain bases riskier without resorting to a full-blown bug invasion.
maybe taking roof stability as a base for calculating the chance of it happening?
Eh, I personally think just having it choose the spot randomly will naturally lean towards larger rooms.
but using roof stability would mean you could build supports and stuff.
Quote from: blub01 on August 31, 2016, 03:01:44 PMbut using roof stability would mean you could build supports and stuff.
Which is Complex. This is for Cheap Ideas.
Quick Meal - Requires 25 ingredients, provides almost no cooking experience, and is very quick to cook regardless of skill level.
Little more than fire-roasted vegetables, fruit, or meat, and wastes a lot of resources during cooking. Higher chance of food poisoning, regardless of skill and cleanliness.
Mood debuff -1. "Ate quick meal."
"I ate a meal that was cooked quickly. Tasted better than nutrient paste, but it was a little burnt around the edges, and I don't feel well."
(After writing this, I realized that the priorities for the colonists would need to be tweaked, which wouldn't necessarily be a simple thing to do.)
Sunflower - A flowering plant that is exceptionally beautiful, though it cannot be planted in a pot. Can be harvested for seeds which, while not particularly appetizing, last an extremely long time1 without being refrigerated. The seeds are not uncommon, and are not worth much in trade.
1(2 years, let's say?)
Sugar Maple Tree - A maple tree that is often found growing in northern climates. Can be cut for wood, or harvested for a very small quantity of Maple Syrup2 without actually cutting down the tree.
Maple Syrup2 - A high-sugar syrup. Extremely joyous to consume, and extremely valuable, though not at all nutritious.
2(It takes around 40 litres of sugar maple sap to make 1 litre of maple syrup after processing. So, a 250ml bottle of syrup once a year is actually pushing the limits of the believable. But, then again, these are genetically-engineered super trees, stolen from a glitterworld, right? So, they produce syrup straight up, with no middle step.)
Quote from: delor on August 30, 2016, 03:30:51 PM
Here's a cheap idea: Let wardens arrest berserk people. It seems silly that, at the moment, you can't really arrest misbehaving people.
It could be a social skill check that requires an empty jail cell. Possibly, a skill that factors in the average of social + (melee or ranged, depending on what weapon the warden has equipped).
Succeed, and the target gets sent to jail and spends a few days cooling off as a prisoner. Fail, and the target can't be talked down for the remainder of the berserk spell.
This would let capable wardens end berserk incidents without risk of injury, while still making berserk a bad thing. You lose the berserker for the duration of the spell, still, and also have to waste manpower arresting and then feeding the berserker.
This one is already in! Draft someone and right click the colonist you wish to arrest. But you will have to convince them to join the colony again.
Chickens simply must be changed from herbivorous to omnivorous. In real life Chickens love meat and blood far more then plants and seeds and stuff. Also, in Rimworld it would help me get rid of all these tribal bodies while still feeding my chickens because they ate all the grass and stuff.
Quote from: Sanaart on August 31, 2016, 08:51:53 PM
This one is already in! Draft someone and right click the colonist you wish to arrest. But you will have to convince them to join the colony again.
Actually you can just release them afterwards.
The Bill option at work benches "Do Until you have X With at least Y Quality"
So when someone makes an item with an undesirable quality it doesn't count towards the Total for that bill.
Quote from: Kindyj on September 01, 2016, 02:30:12 PM
The Bill option at work benches "Do Until you have X With at least Y Quality"
So when someone makes an item with an undesirable quality it doesn't count towards the Total for that bill.
+1
How about simulated body heat in very small, enclosed rooms overnight? I got the idea when looking at my animal shed, packed full of about ten cows and a dozen yorkies. It's a small shed for that many animals and I feel like it'd be toasty in there after a little while. I've lived in subzero areas before without heat after our genny would go down, so it'd be a neat feature for some arctic playthroughs during power outages.
Nut to butt everybody and get warm!
Cloning!
Basically after a tech is researched (very late in the game) you gain the ability to make a "Cloning tank" (Basically Just a cryopod renamed "cloning tank") that after say a year spawns a copy of the selected pawn that already exists, in the pod in cryosleep. The "new" pawn could have lowered stats and age but the same traits and passions as the original pawn.
Unless i'm super wrong all this would require is spawning a pawn in a cryopod. Which already happens in game. Idk how hard it would be to make it a specific pawn, if that is to hard it could just be a random pawn that's part of your colony as soon as they wake up.
This would give people the ability to create colonists without having to capture and recruit or have wanderers join.
In my headcannon atm there are no children in Rimworld because cryosleep sterilizes people, so cloning would be their only option to reproduce. That's where the idea came from.
https://ludeon.com/forums/index.php?topic=25317.0 All credit for this goes to tommiethegun.
Add a new zone type that removes the squares from the pathfinding algorithm for your colonists. It's like forbidding a door in zone form.
Drop the character trait that makes someone incapable of firefighting. Even pyromaniancs. I don't see anything it adds to the game at all and really only detracts from it in a large minority of cases.
Add 3 more orders Clean/Allow/Disallow, also right click menu option for pawn to clean room.
Here's an idea... solar communication scramblers. It's not as if Rimworld isn't based upon the idea of dying races among the stars being commonplace. Even so, I think it would be nifty to see more solar communication scramblers to counter the ability of other factions to lay claim to patents, trademarks and copyrights of advanced solar civilizations. I mean, the game pretty much screams Miner Wars 2081.
Make Chocolate melt.
So your pawns may feel real loss.
Rich Explorer start tweak: Take away 10-20 Glitterworld Medicine, add 5-10 Luciferium.
This would make it so if you're unlucky and your starter gets infected early on, you're not just "game over, dead" at the cost of needing to get Luci at any chance you get. Would also still stick to the theme of being from a Glitterworld.
Quote from: newcadence on September 02, 2016, 08:34:01 PM
Make Chocolate melt.
So your pawns may feel real loss.
The game is cruel, but that's a step too far.
Lepretaurs, as a combination of a leprechaun and a centaur, and Centricorns, as a combination of centaurs and unicorns, are my ideas.
I figure that they could turn actors who work out at mines into a legitimate profession. Owners of mine exercising establishments (I suspect) could open up business as usual while providing betting contests on mining while working out... sort of like that movie Zoolander.
A button to manually rewire where items draw power from. Its a pain to try to attach a turret to a switch.
Open/close switches on vents.
normal start, but all your colonists are addicted to luciferium as a scenario. you'd obviously start with some, too, though.
Quotenormal start, but all your colonists are addicted to luciferium as a scenario. you'd obviously start with some, too, though.
You can edit the scenarios yourself if you want to play like that.
The next idea that I think my neighbor mentioned were lich phylacteries for raiders. It wouldn't necessarily force player characters to visit the enemy bases to destroy the phylacteries. Rather, I suspect the player characters could trade for GPS technology from traders to locate and deactivate the devices.
Speaking of scenarios, a feature that would be useful would be a way to copy a scenario and then edit it. Sometimes I want to make 1 or 2 changes but then I'd be editing the actual scenario, so if I could copy it then edit that one it would be helpful.
A drug that wakes unconscious people up.
Hold fire command for drafted colonists. Friendly fire can get obscene when you cannot simply tell them to stop shooting for a moment when either you are flanked on the side of a firing line, or if a melee person is moving in.
ability to reinstall deadfall traps, rather than rebuilding them. As well as being able to manually spring them and deactivate them to be mindful of wildlife, or visitors.
Grass, raspberry bushes in growing zones.
A drug (non addictive) to cover up addiction symptoms and speed up recovery, at the cost of slightly higher appetite, lethargy, and nausea
Lights! Why is there still only one type of indoor light in the vanilla game? Really need wall and ceiling lights.
Quote from: MeowRailroad on September 04, 2016, 09:44:20 PM
Speaking of scenarios, a feature that would be useful would be a way to copy a scenario and then edit it. Sometimes I want to make 1 or 2 changes but then I'd be editing the actual scenario, so if I could copy it then edit that one it would be helpful.
You can save the scenario as a different one before editing.
I would like to copy zones and outfits instead of defining them completely from nothing.
Also I would like to change the colors of zones and stockpiles by myself instead in relying on random colors.
In terms of A15, Giving prisoners drugs.
Quote from: Clemdawgg on September 05, 2016, 04:30:48 PM
In terms of A15, Giving prisoners drugs.
Or giving them clothes. I hate the "Naked" mood loss on them.
I would like a mood thought for buying/rescuing someone's relative from slavery.
indication of training levels of animals when buying / selling which is easily noticed. I want to sell untrained animals, and keep the haulers.
Quote from: MikeLemmer on September 06, 2016, 12:47:50 AM
Quote from: Clemdawgg on September 05, 2016, 04:30:48 PM
In terms of A15, Giving prisoners drugs.
Or giving them clothes. I hate the "Naked" mood loss on them.
You can give them clothes by putting stockpiles in the prison. Then prisoners will dress themselves like your own pawns
Support for more traits (IIRC, 4 is max atm) and the ability of pawns to get traits over time.
For example, if a colonists spends a year or two running around naked, he might get "nudist".
A colonist that kills many enemies and does lots of damage in combat might get "veteran".
Etc...
When a building, bench or any other object is destroyed by fire, explosion or any other means, have the overall master option to have it automatically replaced with a blueprint instead of nothing.
Herbal tea(Tea, Medicinal drug tea, healing tea) Drug Cookies/Brownies.
Getting rid of the stupid mood decrease for colonists eating raw food and eating without a table of their on volition when there is ample cooked food and seating available to them.
Some of these items have been said before. I think these are simple fixes that eliminate WTF moments and major frustrations with the arbitrary randomness.
- Currently, Sheriffs cannot Warden? How does that make any sense. Please allow Sheriffs to Warden
- Everyone is capable of firefighting. How is this even a thing? Drop the "incapable of firefighting" feature from everywhere. Even pyromaniacs. Yeah, they love to see fire. They don't love to see their family burn to death.
- Hold-your-fire command on drafted colonists. Someone else suggested it. It would REALLY help.
- Why oh why are there so many eclipses in a single calendar year and why oh why do they blot out the sun for soooooo long. You have solar flares. You have ZZZTT events. Why do you need so many eclipses. It doesn't even make sense!
- Small animals should have damage/injury caps on what they can deal. A full grown human cannot be torn to death by a fox.
- If a colonist is carrying something, and you tell them to prioritize a particular piece of work, the mats needed for that work should be able to be satisfied by whatever they are carrying. Right now, I have to prioritize to make them drop something if I want them to use that thing for something else, and I have to prioritize something, prioritize something else, then prioritize the original thing if I don't want them to run off to the stockpile even though they have 75x wood in their hands.
- Really, really, really need to get rid of boomrats. There's nothing interesting about them that boomalopes don't provide. But pretty much every time I get a manhunter pack of boomrats it's game over for me. I have lost no less than 10 colonists to boomrat manhunter packs. The randomness of the game is cool and all, but this particular aspect isn't fun. It's not interesting. It's just a source of frustration.
Cheap idea to fix slightly broken 'build roof' non-priority construction queue:
*** Always prioritize 'build roof' in the construction queue, whenever a space has been enclosed as 'indoors'
Currently, If there are other non-"build roof" orders present - even if they aren't being worked on because of lack of materials - pawns will move on to other work priorities instead of building roofs.
The option to "Prioritize doing X after...", I want my pawn to do something right after they wake up, not right now at 1 AM.
Quote from: baegle on September 07, 2016, 12:31:34 AM
Some of these items have been said before. I think these are simple fixes that eliminate WTF moments and major frustrations with the arbitrary randomness.
- Everyone is capable of firefighting. How is this even a thing? Drop the "incapable of firefighting" feature from everywhere. Even pyromaniacs. Yeah, they love to see fire. They don't love to see their family burn to death.
- Why oh why are there so many eclipses in a single calendar year and why oh why do they blot out the sun for soooooo long. You have solar flares. You have ZZZTT events. Why do you need so many eclipses. It doesn't even make sense!
- Small animals should have damage/injury caps on what they can deal. A full grown human cannot be torn to death by a fox.
- Really, really, really need to get rid of boomrats. There's nothing interesting about them that boomalopes don't provide. But pretty much every time I get a manhunter pack of boomrats it's game over for me. I have lost no less than 10 colonists to boomrat manhunter packs. The randomness of the game is cool and all, but this particular aspect isn't fun. It's not interesting. It's just a source of frustration.
some people just fear fire so much they get petrified or whatever. in that context, it makes sense.
solar panels are a much more steady power source than wind turbines, which are practically useless right now. that has to be balanced somehow, although I do agree that making them arbitrarily not produce power ten times a year for a day is not the best option. maybe make them more expensive to build.
humans aren't all that hard to kill, if they go for weak points, or simply a ton of small injuries, even small animals can kill you.
funny, considering boomrats were there first. what exactly is the issue? wouldn't it be the same with boomalope manhunter packs?
Football, soccer ball, baseball, etc... Sports fields, or something of the like. People would use it like the horseshoe pit for entertainment.
Storage furniture that would allow better use of space, ala the current tool rack. Perhaps dedicated storage types that would be more efficient. (aka a wardrobe that would store a larger amount of clothes in a smaller space.)
A preset freezer zone that would basically be a stockpile for most perishables.
A pyre for low tech corpse cremation.
A guard tower that basically just extends ranged weapons range while someone is in it.
Gas mask/filter mask/bandana over mouth to extend time before being affected by the toxic chemicals raining down.
Ability to mark some items as trash (low quality/durability) and get them stuck in the dumping pile.
Autotrash rule that will mark all items of such and such a durability as trash.
Colonists deciding on a favorite item and wanting to use it above all others (sort like bonding an animal. Small bonus to mood) Favorite shirt, or pistol.
Not as cheap as others but being able to setup a repair bill for items (mainly favorite).
Animal fence that keep animals out/in but people can climb (what about robots?) and doesn't block view.
Buttons to mark whole work columns to certain numbers. (aka set all haul to 1 for example)
Shooting slits in walls. Very narrow view through but good cover. Does not stop temperature flow obviously, but would let you make bunkers. Maybe shutterable?
Allow haulers to deposit resources in construction projects.
Quote from: blub01 on September 07, 2016, 09:51:14 AM
Quote from: baegle on September 07, 2016, 12:31:34 AM
Some of these items have been said before. I think these are simple fixes that eliminate WTF moments and major frustrations with the arbitrary randomness.
- Everyone is capable of firefighting. How is this even a thing? Drop the "incapable of firefighting" feature from everywhere. Even pyromaniacs. Yeah, they love to see fire. They don't love to see their family burn to death.
- Why oh why are there so many eclipses in a single calendar year and why oh why do they blot out the sun for soooooo long. You have solar flares. You have ZZZTT events. Why do you need so many eclipses. It doesn't even make sense!
- Small animals should have damage/injury caps on what they can deal. A full grown human cannot be torn to death by a fox.
- Really, really, really need to get rid of boomrats. There's nothing interesting about them that boomalopes don't provide. But pretty much every time I get a manhunter pack of boomrats it's game over for me. I have lost no less than 10 colonists to boomrat manhunter packs. The randomness of the game is cool and all, but this particular aspect isn't fun. It's not interesting. It's just a source of frustration.
some people just fear fire so much they get petrified or whatever. in that context, it makes sense.
No, I don't actually think people can be so petrified of fire that they can't actually fight fires. I don't actually think that's a real thing. I also think that it doesn't matter if aesthetically it's real. It's not an interesting mechanic and doesn't generate interesting dynamics. It ONLY serves as a way to make what would be salvageable situation frustratingly unsalvageable. It's a negative element and I haven't seen any argument or evidence that it adds anything positive to the game that may act as a counterbalance to its negative qualities.
Quote
solar panels are a much more steady power source than wind turbines, which are practically useless right now. that has to be balanced somehow, although I do agree that making them arbitrarily not produce power ten times a year for a day is not the best option. maybe make them more expensive to build.
I actually find myself benefiting from building at least one wind turbine to complement my solar panels. However, I want you to read the words you wrote. You admit wind turbines are useless and that solar panels are not. The solution should certainly NOT be to make solar panels more useless. This is, as I state above for "can't firefight", a net negative to gameplay. It adds nothing, it takes away much, it takes it away via randomness, there are no benefits to the mechanic. At most it creates a dynamic that forces me to create wind turbines and research geothermal, but there's already solar flares and there's already seasons. If the seasons don't affect solar output they should and eclipses should go away.
Quote
humans aren't all that hard to kill, if they go for weak points, or simply a ton of small injuries, even small animals can kill you.
No, actually. There are no documented cases of a fox ever killing a human being. Same with squirrels and rabbits. It's not hand waving. Go find some evidence of it being possible. When I'm managing my colony and a squirrel and a colonist get into melee, I shouldn't have to micro manage everyone and risk friendly fire ripping off a limb on the off change that the PRNG causes my colonist to ripped to death by a small woodland creature. It's not expected, it's not useful, it doesn't add anything to gameplay, it only makes the game worse.
Quote
funny, considering boomrats were there first. what exactly is the issue? wouldn't it be the same with boomalope manhunter packs?
Who cares that boomrats were first? Games go through many mechanics changes as ideas interact with each other and the law of unintended consequences rears its ugly head. Boomrats are legion and they are fast. Fire is deadly. Stupid colonist who catch fire cannot stop-drop-and-roll. Some colonists cannot fight fires (see above). Fire destroys resources like spears and sniper rifles. Manhunters are completely random. Manhunter packs are also random. The risk of getting caught by the pathing AI for a warg pack is that they kill you before you can make it inside. The risk of a pack of boomrats is that you can't go home because you can't fight boomrats on your own turf unless it's pouring out. With 2 types of animals that explode into fires, the randomness factor makes it doubly dangerous and again without adding anything interesting to the game. One of these types of animals is enough. Argue for keeping rats and getting rid of lopes for all I care, but make an actual argument about positive impact to gameplay. I don't see any value in keeping both of these animals in conjunction with "mad animal" and "manhunter packs" and "raiders can accidentally shoot them and cause fires everywhere".
The sheer number of ways fires can start (zzt, boomanimals * (mad animal + manhunter pack + crossfire), dry thunderstorms, raiders, overheating) combined with the "can't fight fires" trait makes for a repetitive and unenjoyable subset of experiences. Not all the time, but it's consistent enough that I think the game would be massively more enjoyable if these risks were removed and replaced with more interesting ways to die horribly.
I'm new to this forum, probably some thigs were allready suggested before, but, my suggestions are:
Add coal. Like steel, plasteel, silver etc can be mined, coal should be too and used for generators and cooking stove instead of wood.
The crops should depend on rain. So the fertility should depend on the quantity of rain. Sone years should be better then others, some worse just like on earth. Also we should be able to build water wells, irrigation pumps and pipes for inside crops and increasing the fertility of land for outside crops.
As disasters, maybe earthquakes, but they should be very rare, small no more than once every 4 years, one big no more than once every years or so. Anyway the should be very rare and some roofs and stone walls should colapse. Also small tornadoes that should destroy some crops and roofs
Remove infestation. There's no way human size bugs apperars out of thin air.
Maybe add bees for honey production, sheep for fleece, maybe fishing. There are some other animals that can be added like goats for milk, (smaller quantity than cows, but should eat much less). Cheese making to preserve milk for years as other crops, maybe tomatoes and wheat. Wheat for temperate zone, rice for hot zones, sorghum for desert zones.
Growing grapes in temperate zones for eating raw and making wine, wine press and barrels for storing wine. Olive trees for olive oil in hot zones. Oil could be made at the same press as the wine.
Some fruit trees lke apples in the temperate zone and bannanas in hot zones. In case of necessity, the fruit trees could be choped for wood.
This i can live without, but coal is the most important.
An option to ask for ransom of captured attackers. Some hostile factions should be destroyed after several unsuccesful attacks and be replaced by others that could be more or less aggresive.
Cold snaps occur almost every year at half springs and half autumn and that makes growing crops a pain. Especially devilstrand had no chance to mature in temperate climates. I understand, there are some cold snaps, but not as a rule, not even in Rimworld. Some years should be normal, some good, some bad, some great, some terrible, not every year bad or terrible as a rule. I noticed everytime i harvest hay (also potato, rice), it starts to rain. That seems connected so the harvest can be spoiled before managing to store it. That's trolling, not random weather. The weather should be random, beside regular years, some abnormal cold years, hot years, rainy years or years with drought.
So, for the moment, in order of importance: coal, water wells, irrigation pumps and pipes, sheep, grapes/wine, olive oil, apples, bannanas, bees/honey, ransom, rare and random earthquakes, tornadoes, much random cold snaps, no thin air infestation with huge bugs and the rest.
Add more operations to animals
- Spaying/Neutering (PLEASE), it makes no sense to have to separate my huskies when I have all the puppies I want and the adult huskies have masters they follow. Separate areas for males and females works for breeding animals like cows, but its frustrating to implement for bonded animals.
- peg legs/ prosthesis, there are many examples of pets and even farm animals with prosthetic limbs.
A variety of crops of each of the different types, each with their own unique advantages and disadvantages. For example:
Corn becomes...
Sweetcorn: Grows faster, requires more to make kibble than meals, requires better soil.
Maize: Grows somewhat slower, but produces more per plant, requires less to make kibble and more to make meals, grows in poor soil.
Potatoes become...
Potatoes: Grows better in cooler climates, grows quickly, produces the most food.
Sweet potatoes/Kumar: Grows better in warmer climates, grows more slowly, produces less food than potatoes.
Yams: Grows best in tropical climates, will grow in very poor soil, but produces the least amount of food.
Rice becomes:
Rice: Grows best in tropical weather, average yield.
Wheat: Grows best in temperate weather, very high yield, but requires good soil.
Oats: Grows best in cold weather, low yield, produces less human meals, but more kibble.
Triticale: Very hardy, will grow almost anywhere, in any climate, in any soil, but requires huge amount to make human meals and much less to make kibble. Ideal for animal fodder with the benefit that it can be used to make human food in a pinch.
Haygrass becomes:
Grass hay: Grows in cooler climates, requires better soil, grows faster but with lower yield.
Alfalfa hay: Grows in hotter climates, requires less fertile soil, grows slower but with higher yield.
Berries become:
Berries: Grow in wetter, cooler climates, require better soil but have higher yields.
Nuts: Grow in warmer, drier climates, will grow in less fertile soil but have lower yields.
Sorry for my spelling mistakes on previous message.
Boba is right. There should be different crops available for the different climates. Will improve a lot the replayability. Wheat and maize only for temperate, rice only for hot and wet, sorghum for dry desert - will grow slow but will have time to mature in hot climates, Rye for cold, like tundra, will mature fast, grow better in colder temperatures, but yield less.
As fruit trees (fruit + wood): bananas for hot and wet, fig or dates for hot and dry, apples or plums for temperate, i just did a google search and for tundra is a haskap bush that grows well (no wood though).
1) Add a crop that can be synthesized into a methadone-analog.
2) Treat addiction like infection: with proper medical treatment over time (see methadone-analog), there's a chance the colonist will pass through withdrawl symptoms earlier. This may not be a "cheap" addition. But if it uses the "infection" mechanic, it may be.
I posted this in the suggestions forum, but it's also a cheap idea with significant returns, so I think it belongs here too:
Make pawns prioritize engaging in joy activities together. It'd be a very humanizing touch, especially if the pawns have a high opinion of each other. This simple tweak would have multiple benefits:
- This could lead to memorable vignettes like a husband and wife lying side by side stargazing, or two friends playing chess or billiards.
- This would allow pawns to build relationships while fulfilling their joy needs.
- Having fun together is just something humans like to do, so it would make the game more lifelike.
- It would cut down on pathetic scenes like someone playing chess by himself while someone shoots pool by herself in the next room.
The game is full of emergent humanizing moments, and a preference to play or relax together would be an easy way to produce a whole lot more of those moments.
Potted plants shouldn't reset when they're repositioned.
Blood type modifiers seem to have been suggested already. Also, I think there's been some brief mention about certain types predisposing one to weight gain, joint decay and mood swings. I'm not sure whether Rimworld is even ready for this sort of thing though...
More stockpile flags: Allow/disallow hauling items to stockpile, allow/disallow hauling items from a stockpile, allow/disallow colonists interacting with items in a stockpile (i.e. forbid all including newly added items). This would make for less tedious stockpile management when you have multiple locations or you want to store something (i.e. insect jelly, chocolate) without colonists using them right away.
If you have an AI core, you can "promise cake" to a colonist which will give a temporary mood buff which will eventually wear off and give an even worse mood debuff when the colonist realizes the cake is a lie. A way to sort of borrow against mood tomorrow to deal with a critical mood problem today.
Quote from: Boba Phat on September 08, 2016, 07:36:32 PM
If you have an AI core, you can "promise cake" to a colonist which will give a temporary mood buff which will eventually wear off and give an even worse mood debuff when the colonist realizes the cake is a lie. A way to sort of borrow against mood tomorrow to deal with a critical mood problem today.
that. that is an awesome reference right there.
Cheap idea: Charpai
A bed or daybed from the Indian subcontinent region. It has four legs, and a woven top (think a hammock stretched tight over a bedframe).
Potential uses/effects in game:
* Needs fewer resources than a bed
* Is an upgrade from Sleeping Spot
* Slightly decrease the ambient temperature for a sleeping colonist only (does not cool the room). This might be enough to avoid "Slept in Heat" thought in mild circumstances
* Might be usable as a lounge for Relaxing Socially; gaining a very small amount of Rest on top of some Comfort
Here's a couple easy changes that would benefit the game's immersion.
Cargo Pod change: Instead of every drop always simply being the same item in every pod... how about some of the drops have variance to them. Make them half corn and have eye patches, instead of just 9 eye patches I have to deal with. : P
A fallen tree model. When trees get damaged in a firefight rather than disappearing or turning into logs, how about they tip over and become deadwood/a trunk? It'd make the map look a little more interesting to look at too when zoomed out.
Better technology blurbs in the research menu: this might be mostly the mod technologies, but some of them I've noticed don't list what exactly they unlock.
Remove the "Your negotiator cannot talk properly because of poor health" warning if your negotiator has a Denture. My best Social colonist has the highest price modifier even with the Denture, but that warning pops up regardless every time I trade.
Firing platforms that can be attached to walls. I already tend to build "castle" like settlements with a full perimeter wall, it would be nice if we could build walls that our colonists could fire down from. I guess the main problem is once you have your "castle" built it could trivialize manhunter packs and all melee sieges. I guess as a "counter" to this strat you could make enemies be able to fashion scaling ladders :P and have manhunter packs go berserk when shot and try to batter down walls and doors to get to inaccessible targets.
Custom World Editing
I want to make a map that looks like the world from Avatar the Last Airbender, and have the different biomes be appropriate to their respective nations
Amplify damage done to downed enemies at point blank range by 5x. It shouldn't take someone 8 hours to kill a downed mech when they're standing right next to it, or an hour to blow the head off of a downed deer when the barrel is pressed against it's cheek.
Prevent colonists from attempting to clear snow while it is snowing. Otherwise they just keep clearing the snow as it falls and never get around to cleaning inside buildings.
@shaw357: You can quickly kill a mechanoid by adding a "shut down" operation via the mechanoid's health tab after it has been incapacitated. You can also harvest a scyther's blades before killing it. An incapacitated mechanoid is not going to get back up once it's been downed, so there is no hurry to finish it off.
It's been said before I believe, but vents which can be toggled open or closed (the same way as electronics can be) would be a great quality-of-life improvement!
I want an option to Rescue colonists suffering a mental break who collapse from exhaustion. I had a dazed wanderer fall asleep in the snow, but the only way I could get him to a bed was by capturing him.
Also, fix colonists collapsing from exhaustion while Hiding in their Room. They shouldn't collapse on the floor 2 tiles away from their bed.
Colonists should be forced to move away from thrown grenades without us having to micromanage it.
I'd like a way to select things underneath multi-square objects. For instance, if you build a two-square production table of some kind over top of power conduits and subsequently want to deconstruct the power conduits, there is no way of accessing the power conduit in the square B. If you select that square, then press the "next object" button, it will select square A.
---<A><B>---
Quote from: Trenix on September 11, 2016, 02:07:41 AM
Colonists should be forced to move away from thrown grenades without us having to micromanage it.
but it should be possible to toggle. one of the issues with the whole draft system is that you can't really tell colonists NOT to do something.
Setting a maximum item count for stockpiles (per item type) and combining that with an optional hysteresis setting. So you can say that a stockpile should have 10 items and only be restocked when the count drops below 5.
I believe the learning helper should be reworded for the coolers and refrigeration tip. Currently it reads that you should set your freezer to a negative temperature, even if you are playing in Fahrenheit! I believe it could be reworded to say "set the temperature to at or below refreezing". This way the tip works for both Celsius and Fahrenheit without having to check which one the player is using, and could also accommodate other temperature readings as well (like if in case you wanted to include Kelvin or something later down the line).
I have a suggestion is it possible set up rimworld on ios because im alway at work and don't have time to play it on my computer and my phone is 24/7 with me every day so i was wonder is it possible???
Books that improve the research rate or add joy to a colonist.
A fishing pier that adds x amount of fish depending on skill and equipment. Fishing rods would also be required.
Fishing nets that degrade over time whilst providing occasional harvestable food depending on the season.
A really tiny table.
Tynan, could you make it so colonists don't shovel snow until it's done snowing? I hate how all my cleaning grinds to a halt during a snowstorm because my colonists insist on clearing it mid-storm.
Instead of compacted machinery inthe sides ofmountains, how about we get some models for old broken down mining and construction equipment left out in the wild, old parts/junk piles in buildings, and junkpits that colonists can scavenge around in.
The junk pits could even add in a new disease! Tetanus! ^^
* please let us enter the numbers for "Do until you have X" crafting jobs manually
* make a copy&paste option for the crafting benches' settings, just like the zone settings
Quote from: Stonefang on September 11, 2016, 11:57:50 PM
I have a suggestion is it possible set up rimworld on ios because im alway at work and don't have time to play it on my computer and my phone is 24/7 with me every day so i was wonder is it possible???
yeah, that's not cheap, so you should probably make a separate thread for that.
Give drafted colonists a designator button to hold fire.
I think this would help especially with grenadiers' tendency to self-destruct, but also when setting up a long range ambush. Ideally, manually firing/lobbing should still work without animating the colonist to fire at will again. It is in my "to mod"-list, but I'd obviously prefer to see it in the base game.
Colonists automatically turn off work devices (smelting, cremation, tailoring, etc.) when they stop using them and turn them on again when they use them.
(even turned off devices bills are active, unless colonists are told not to interact with the object or power is off)
Quote from: Shaz on September 13, 2016, 11:20:11 AM
Colonists automatically turn off work devices (smelting, cremation, tailoring, etc.) when they stop using them and turn them on again when they use them.
(even turned off devices bills are active, unless colonists are told not to interact with the object or power is off)
Yeah, that's... a tad nuts. Only reason I can think of for it is to gauge total power consumption.
I'd also tack onto that having Sunlamps automatically turn off/on at the appropriate times. I hate having to remember to turn them off/on each day to conserve energy.
Quote from: MikeLemmer on September 14, 2016, 02:45:18 AM
Quote from: Shaz on September 13, 2016, 11:20:11 AM
Colonists automatically turn off work devices (smelting, cremation, tailoring, etc.) when they stop using them and turn them on again when they use them.
(even turned off devices bills are active, unless colonists are told not to interact with the object or power is off)
Yeah, that's... a tad nuts. Only reason I can think of for it is to gauge total power consumption.
I'd also tack onto that having Sunlamps automatically turn off/on at the appropriate times. I hate having to remember to turn them off/on each day to conserve energy.
there's a mod that adds timed automatic switches (or at least there was). you could try that until this is fixed.
The CCL had an addon so that devices only consume power when active
Timer switches are available in these two mods:
https://ludeon.com/forums/index.php?topic=24818.msg254028#msg254028
https://ludeon.com/forums/index.php?topic=2890.0
DayNightSwitch is automatic and always available I think. The Haplo Power Switch can be set manually and needs to be researched
Power-generating floor tiles (https://www.theguardian.com/technology/2015/jan/11/floor-tile-generates-power-from-footsteps-energy-electricity-startup): Every time someone passes over one of these tiles, it generates a tiny bit of power. In reality they steal a bit of kinetic energy from each footstep, so they could somewhat slow movement. But a clever person could seal a whole pile of chickens in a room filled with these floor tiles and turn it into a generator.
We need an option to allow/disallow certain food types for colonists. For example peasants would be allowed to eat only nutrient paste, while high level pawns are allowed to eat lavish meals :D It could be done similarly to how allowed clothing is done.
- Make corners consistent. Sometimes you can interact with things in corners and sometimes you can't. You can't water a potted plant in a corner, but you can turn on a lamp in a corner. You can't build a wall in a corner, but you can grab and haul things in a corner.
- Wearable jewelry which makes non-ascetics happy.
- Silverized clothing which wearing greatly reduces the risk of infections.
- Veganism trait which keeps colonists from killing, milking, or eating animals, eating eggs, or wearing leather.
- Clams, a harvestable "plant" which produces clam meat and grows in shallow water.
- Zen garden which produces joy for ascetics.
- LED lights which require research, but consume 1/10th the power of standard lamps.
Quote from: Boba Phat on September 14, 2016, 10:27:25 AM
You can't build a wall in a corner
I've found that they don't necessarily build it themselves, but manually telling them to works
How about a "crude prosthetic arm" at the blacksmithing table? That seems like it'd be a simple def file mod, so super cheap.
Have it consume a little bit of steel and slightly more wood, and return 12% manipulation. It doesn't obsolete the dependency on outside sources to get good prosthetics- even the simple prosthetic arm returns more- but it does at least give you a tiny sop to throw armless colonists once you reach blacksmithing levels of technology.
Quote from: delor on September 14, 2016, 03:44:02 PM
a "crude prosthetic arm" at the blacksmithing table
Groovy (https://www.youtube.com/watch?v=lsU1t2vkURg).
Allow a thing (animal, pawn, electrical equipment) to be vomited on (causing panic / fleeing / attacking, disgust / hate / attacking, and electrical failure chance respectively)
The hilarity of someone throwing up on something causing a problem would be both extremely unlikely, and hysterical.
There is a mod around called Caveworld Flora by Rikiki, it has been one of the few mods I've been using and it feels very natural to the game. Many games have mushrooms inside the caves so perhaps this content could get to RimWorld. The glowing of the mushrooms is a really nice touch too.
Quote from: Boba Phat on September 14, 2016, 08:16:51 AM
Power-generating floor tiles (https://www.theguardian.com/technology/2015/jan/11/floor-tile-generates-power-from-footsteps-energy-electricity-startup): Every time someone passes over one of these tiles, it generates a tiny bit of power. In reality they steal a bit of kinetic energy from each footstep, so they could somewhat slow movement. But a clever person could seal a whole pile of chickens in a room filled with these floor tiles and turn it into a generator.
They are energy-inefficient even in crowded areas.
Chicken would impart so little energy that it wouldn't matter.
Have turrets defend colony animals like they do pawns.
Currently the turrets will only fire at stuff that's aggro to a colonist, leading to frustrating situations where say a grizzly bear walks behind my turrets and eats the baby alpaca and (later) baby muffalo and I can't do anything about it. Even if I have a pawn shooting the bear, the bear is such a damage sponge that the baby animal is a goner regardless. As soon as the bear eats the baby though, it turns on the colonist and is instantly roflstomped by the turrets.
Not that I'm salty about it or anything.
Quote from: Boba Phat on September 14, 2016, 08:09:30 PM
Quote from: delor on September 14, 2016, 03:44:02 PM
a "crude prosthetic arm" at the blacksmithing table
Groovy (https://www.youtube.com/watch?v=lsU1t2vkURg).
Heh, yeah. After I posted I thought of that and considered going back in and inserting an Ash reference.
Looks like prosthetic arms date all the way back to 200 BC, and definitely in the dark ages. Hooks and fake hands so that a person could equip a shield. I'm totally down with Rimworld's decision to limit the colonies from producing stuff they clearly have the tech level to build to incorporate a reliance on trade, but if the crude prosthetic arm was noticeably worse than the simple one I'd still want to trade for something better when it became available.
It also seems weird that prosthetic are featured so prominently in the game, yet the only piece you can really reliably get is a peg leg. All those prosthetophiles and prosthetophobes have little to love and fear! Personally, I'd like to see the blacksmithing station to offer you not only a crude arm, but also hand/legs for people with lesser amputations, as much to exercise the prosthetics systems and for flavor reasons as because it's mechanically a big deal.
(plus, hook hands with a stabbing bonus! ... OK, stopping now before I start suggesting eyepatches and the matching relationship bonuses/penalties...)
Quote from: OFWG on September 15, 2016, 02:10:39 PM
Have turrets defend colony animals like they do pawns.
Currently the turrets will only fire at stuff that's aggro to a colonist, leading to frustrating situations where say a grizzly bear walks behind my turrets and eats the baby alpaca and (later) baby muffalo and I can't do anything about it. Even if I have a pawn shooting the bear, the bear is such a damage sponge that the baby animal is a goner regardless. As soon as the bear eats the baby though, it turns on the colonist and is instantly roflstomped by the turrets.
Not that I'm salty about it or anything.
Agreed. Anything attacking your stuff, whatever it may be should be identified as enemy, by your pawns set to defend and in addition to your turrets.
Sadly I allready see the counter argument : My turrets mowed down three colonists while defending a baby alpaca .. make them stop ..
Larger name pools?
Playing permadeath usually leads to me seeing Lumi so many times as of now, and then there's Engie and Lilith and a bunch more names I see over and over in each play through.
A larger vanilla name pool would increase it's aesthetics IMO and it's relatively easier than adding a new mechanic.
Once the predator reaches within 12 cells of it's prey, it starts being considered hostile and I think should be attacked by drafted colonists. Not that it helps much since you'd have to keep drafted colonists spread over the whole base.
I know turrets were intentionally changed not to target predators. And I'm okay with that, specifically. What I'm not okay with is that it's impossible to deal predators attacked your tamed animals reactively (for the reasons noted), and the only ways to prevent it proactively are either build giant walls around your pastures/base so none of your animals are ever outside, or to exterminate all predators on the map. It's ridiculous that a peckish cougar senses a housecat on the other side of a brick wall and then walks past half a dozen wild prey animals on a very long trip around that wall, navigating through a base and a dozen people for it's one true chosen lunch. And then the player has faces non-trivial repercussions (death of a bonded pet) for failing to take the very game-y steps necessary to avoid the unrealistic, unintuitive predator-prey behavior.
Not that I have a specific incident that I'm grouchy or anything.
Quote from: Quenching Quel on September 15, 2016, 07:11:55 PM
Larger name pools?
Playing permadeath usually leads to me seeing Lumi so many times as of now, and then there's Engie and Lilith and a bunch more names I see over and over in each play through.
A larger vanilla name pool would increase it's aesthetics IMO and it's relatively easier than adding a new mechanic.
The random name pool is fairly large. However, there's a very small pool of "name in game" player-created backstory characters that can spawn as female raiders (7, to be precise), so you see them pretty much every game.
Quote from: Zhentar on September 15, 2016, 07:27:25 PM
Quote from: Quenching Quel on September 15, 2016, 07:11:55 PM
Larger name pools?
Playing permadeath usually leads to me seeing Lumi so many times as of now, and then there's Engie and Lilith and a bunch more names I see over and over in each play through.
A larger vanilla name pool would increase it's aesthetics IMO and it's relatively easier than adding a new mechanic.
The random name pool is fairly large. However, there's a very small pool of "name in game" player-created backstory characters that can spawn as female raiders (7, to be precise), so you see them pretty much every game.
Larger female raider name pool then?:p
Quote from: mumblemumble on September 14, 2016, 08:15:46 PM
Allow a thing (animal, pawn, electrical equipment) to be vomited on (causing panic / fleeing / attacking, disgust / hate / attacking, and electrical failure chance respectively)
The hilarity of someone throwing up on something causing a problem would be both extremely unlikely, and hysterical.
Also leading to the zombie apocalypse. Vomit infection, anyone? :D
add possibility of rename a bill.
for example, if you set a "cook simple meal" bill to use only vegetables and rename it "simple vegetables" it's a lot easier to remember your settings, without having to enter details window every time.
Until now you simply see "cook simple meal".
other examples: butcher human body and butcher animal body both appears as "butcher body" but if you could (manually) rename it you'll set different name and remember what you set.
Show training state as a hovering tooltip when viewing animals in the animal screen. Currently, if you want to see how far along your animals are in training, you need to go to the animal screen, then click on the animal, then click on the training tab, then click back to the animal screen -- and repeat for each animal. It would save a lot of steps to be able to see something like [5/8] in a tooltip box whenever your pointer is over the animal's hauling skill symbol.
Very expensive implants to implant a particular trait like 'hardworking' or 'nightowl'.
Would it be easy to have the material count of architect jobs listed with the types you can build?
Example: I want to build a wall but don't know what type of stone blocks I have. Have the count listed next to each wall type when selecting?
* IRL, dandelions are edible. You can make salads and wine out of them. Add them to the harvestable+edibles list? Add a bill at the brewery table to make dandelion mash or whatever it's called, to be put in kegs for dandelion wine? Berries could follow that same pattern.
* I like arl85's idea of renaming the bills. If it's not cheapo to rename, could a nickname field be added?
* Add a "window" structure, to provide some daytime natural light to an indoors room. I'm not sure how cheap this is, but it feels critical enough to me that I'm considering trying to figure out how to mod that, all by itself, without the bells and whistles that the other mods associate it with.
* You could probably do a simple "Shutters" structure that works like the door in that it's able to be closed or held open - make out of wood/metal. If it's open, creatures can get through it if they want, though possibly slower since they'd have to climb over the threshold.
* A "Screen Window" could be made from steel + wood/metal frame - unpassable, but acts like a vent, and easily breakable. (Cats poke holes in them all the time.) Probably the screen-making should be gated behind smithing?
* Would it be easy/hard to make a "Screen Window With Shutters" that combines the two?
* idk how to replicate a glass window with existing resources - one of the mods goes so far as to introduce sand and forge. But maybe we could pretend that plasteel can be see-through sometimes, and make plasteel windows? Gated behind... also smithing?
* A 1x1 table, please? Good for smaller rooms. Sometimes those kids get right out of bed and start snacking in the middle of their bedrooms, without bothering to go to the kitchen table. >:(
Thanks!
Quote from: Tammabanana on September 18, 2016, 07:38:48 AM
...
* A 1x1 table, please? Good for smaller rooms. Sometimes those kids get right out of bed and start snacking in the middle of their bedrooms, without bothering to go to the kitchen table. >:(
...
Better yet, make pawns able to eat off of chess boards as though they are tiny tables (which they are). It would already be well balanced given that chess boards are costly and time consuming to build, so in the vast majority of cases a small table is still better. But if you need a table and you simply can't afford a 2x3 space for it, a chess board could work.
Quote from: orannj on September 16, 2016, 12:30:21 AM
Quote from: mumblemumble on September 14, 2016, 08:15:46 PM
Allow a thing (animal, pawn, electrical equipment) to be vomited on (causing panic / fleeing / attacking, disgust / hate / attacking, and electrical failure chance respectively)
The hilarity of someone throwing up on something causing a problem would be both extremely unlikely, and hysterical.
Also leading to the zombie apocalypse. Vomit infection, anyone? :D
Slightly off topic (sorry) but this suggestion is actually inspired from postal 2, where a chemical plant burns down because someone vomits on a control panel, causing a nasty chain of events leading to the plant catching fire and self destructing
I dont expect the effects would be this severe, but it would still be hilarious say, vomiting on a coms console, and catching on fire from it. It would also make for some amazing artwork.
Can you have "Save" and "Load" for mods. I like switching between mods and it's hard to remember which ones I used. Like "Prepare Carefully" instead of saving starting colonists, we could save mods.
Quote from: 1BadPanda on September 17, 2016, 11:35:28 PM
Would it be easy to have the material count of architect jobs listed with the types you can build?
Example: I want to build a wall but don't know what type of stone blocks I have. Have the count listed next to each wall type when selecting?
there's a list of everything you have in the top right. just use that.
Quote from: Pyrite on September 18, 2016, 11:44:00 AM
Can you have "Save" and "Load" for mods. I like switching between mods and it's hard to remember which ones I used. Like "Prepare Carefully" instead of saving starting colonists, we could save mods.
so, you mean presets?
Could you just erase the option that I could change the difficulty of game in middle of playing. It's just so hard to resist the temptation that I want to change the difficulty. Especially my colony hit from 3 crazy herds of animals in a row. You could make another option before the beginning or you could simply erase it only from Permadeath mode.
sometimes, I mistakenly build a sunlamp in a room instead of a standing lamp. could you move it to the another category? production or misc or something.
(In the wiki, a sunlamp is in Misc category. Is it only steam ver., yet?)
Finally,could you rearrange the icons in two rows in the secondary architect menu. Some icons are too far from the primary menu. a mouse pointer unnecessarily travel too much between icons for building a simple room. So I feel like need to force to use hot keys. Even using hotkeys is kinda inconvenient ex.If I want to do 'plan' and moving around the map with WASDkeys at the same time. WSAD and K,I keys are inconveniently far each other and need to change the position of my left hand.
To be honest, I don't mind the first and second suggestions but if the third one happens, my playing experience will be better. cause this game is really addictive and I play it until my fingers are sore. hope these are cheap enough.
Ps. Love this game so much and that is the main reason I submit these opinions. cheers 8)
Quote from: nata6662 on September 19, 2016, 10:01:29 AM
Even using hotkeys is kinda inconvenient ex.If I want to do 'plan' and moving around the map with WASDkeys at the same time. WSAD and K,I keys are inconveniently far each other and need to change the position of my left hand.
you can use MMB to move the view, too.
In trading screens it would be helpful to be able to get more info on animals you're intending to sell. For instance, whether or not a pet is bonded to someone. If I have a herd of 20 boars, trying to sort out which ones are bonded and which aren't, and which ones I've trained and which I haven't is difficult.
I also think animals shouldn't get bonded if they're not assigned to someone. Trying to farm animals is hard when they randomly bond to people, causing large debuffs when they're slaughtered for meat. (I'd also like animals to default to "none" when they're trained rather than assigning them to a colonist.)
On the subject of animals, I'd like some way to clear all "tame" orders. I'll order my colonists to tame a whole herd of boars, but after the first three or four are tamed, trying to find all the rest of the scattered animals to un-set the tame order is a pain.
Ill copy my post from general forum:
What about adding cellar floor tile requring a lot of work to make and acting like a passive cooler acting now? And maybe like a passive heater too - in our lands (boreal forests) people often use special cellars as a "passive heaters" for winter to protect, for example, potatoes from freezing. Or these tiles may act as rooms inside mountain acting now - balancing temperature. For balance this cellar tiles can be very ugly and cause cabin fever very fast.
Every Rimworld game has to end by your "winning" or quitting because you don't like how that game is going.
Cheap Idea: Implement a scoring system based on achievements in a game. Then include a "Retire" option and the game will score your progress. Then keep a list of your games with their scores. This gives you a sense of trying to beat your best game without having to go for "winning" which can be very very rare on the harder scenarios and/or with permadeath. You could even categorize the scores based on different scenarios and maybe include character names and their bios. This option might also give you a sense of accomplishment once your now favorite characters died horribly and you lost interest in that specific game.
Thanks for reading.
Zardo
HI...would be good..
-to allow the mode to fire guns while walking towards the enemy, with an aim penalty.
-Dig holes on the ground that u cant pass and make bridges on them if u want.
Quote from: Rimrimthulu on September 20, 2016, 12:29:36 PM-to allow the mode to fire guns while walking towards the enemy, with an aim penalty.
I don't think this is a good idea, because there's no downside. In real life you try to get a stable platform rather than firing on the move because otherwise you're just throwing bullets for no reason, and you'll eventually run out. In Rimworld, you've got unlimited bullets, so there's no cost to shooting and moving. You might occasionally pop off rounds while moving to try to suppress the enemy (though ideally you'd have someone stationary doing the suppression while you moved, and vice versa) but to have a similar mechanic in Rimworld would require a lot of reworking of pawn behavior and cover mechanics.
Make sieges rarer.
Seriously, I've got 3 sieges from the same faction in a row and two of them at the same time.
Make the cat sounds less realistic...
seriously, everytime I hear it I take my headphones off to check.
Please change putting Wort in a Barrel from hauling to cooking.
The change of the process for brewing is great, but it feels that it never gets done, because no one puts the Wort into a Barrel if not micro-managed.
Hello!
So, while many folks seem to be suggesting additional items, etc. I've noticed a few bits in my brief week or so playing Rimworld.
First, the Steam side of things has a major glaring hole in it, mainly to do with mod support and a central repository that is no longer supported and may or may not be.
Now, I know that's suggesting a big task..... but! There's a huge 'but' there, the payoff is huge. Not just a few items, or some added content. Right now the mod community I see attached to Rimworld is manyfold the depth and complexity of the main game, but the conflicts, cross-talk, incomplete ideas, and lack of regular support seems to have it a bit chaotic. I find myself eyeballing many upon many mods, but find myself only using a few based on how few are actively updated, work with each other, or relied on CCL which appears to just be on hiatus.
My suggestion? I'd look into a way for herding your modders, similar to how CCL was doing it, if not directly how they were going about it.
With Bethesda games you see SKSE. With Stellaris I can see, at a glance, exactly what files each mod changes. And you see these structures reflected in other libraries, agreed-upon formats, frameworks, etc. However best suits this particular style of game...
Rather than doing the work yourself, try to make it easier for others to put the hours of coding in for you. Because if the number of mods I see on Steam alone is any indication, that's by far your greatest (read: cheapest) source of content.
Doctors should start treating from bleeding wounds.
Quote from: Supert on September 22, 2016, 07:14:40 PM
Doctors should start treating from bleeding wounds.
+1
It's frustrating when I have to wait for them to treat a dozen bruises before getting around to the sucking chest wound.
As an appendeum, can you code it so they don't use medkits on non-infectious wounds? Whatever benefit treating bruises with medicine has isn't worth the expended medicine.
Quote from: MikeLemmer on September 23, 2016, 04:38:19 AM
Quote from: Supert on September 22, 2016, 07:14:40 PM
Doctors should start treating from bleeding wounds.
+1
It's frustrating when I have to wait for them to treat a dozen bruises before getting around to the sucking chest wound.
As an appendeum, can you code it so they don't use medkits on non-infectious wounds? Whatever benefit treating bruises with medicine has isn't worth the expended medicine.
bruises can get infected, I believe. just not if you treat them at all.
I would like an estimate of how many days of food I have left. It's currently hard to tell if I have enough food to survive the winter.
An option to re-pick the mods that go with the save you are trying to load. Or mod presets.
Quote from: MikeLemmer on September 23, 2016, 02:25:29 PM
I would like an estimate of how many days of food I have left. It's currently hard to tell if I have enough food to survive the winter.
Short answer :
4200 Food Items for 10 P³ ( Pawns, Pets and Prisoners ) to last 21 days, ( 15 days winter, 6 days to grow rice )
Calculation :
Easy - 1 Pawn eats 2 Meals a Day.
2 Meals = 20 Foodstuff
So you need
20 * P³ ( Pawns, Pets, Prisoners ) * ( 15 days of winter season + x days growing time )
fooditems to bridge winter.
I did the long calculation here
https://ludeon.com/forums/index.php?topic=6365.msg255364#msg255364 (https://ludeon.com/forums/index.php?topic=6365.msg255364#msg255364)
Having an action/effect of hauling being to reorganise storage areas so that piles are not duplicated without being full. E.g. there are not several piles of less than 10 meals?
So I know that the perma-death game type saves whenever you quit, but that leaves the game mode prone to abuse by people just alt+f4'ing out of the game whenever something bad happens. How about keeping the "save upon quit" mode, but changing it so that once you load it, it also deletes the save file? It won't stop people from making copies of the save file and putting it into another folder, but it'll definitely lower the amount of people abusing the system as well as keep it feeling as a real perma-death mode. If a player's batteries die or they lose electricity, so be it. They chose perma-death mode knowing what the consequences could be.
Another cheap suggestion...How about giving the colonists nightmares and good dreams? Could be a bonus or penalty after every extended period of sleeping that would only last a few hours once they wake up, and nightmares could sometimes wake them up early and not let them go back to sleep, causing them to start feeling tired sometime during the work day.
Last one, which has been mentioned before... At the end of the game, whether you escaped on a ship or died, show a menu with colony-wide statistics similar to the one each individual colonist has (plus add a few things in, like total silver obtained which would include trades and mining, total play time, maybe gather info from players' results screens so you could give them ranks ranging from S to F based on their performances when they escape/die, etc). Not sure how long this would take so it may not exactly be a "cheap suggestion" like the other two.
Quote from: Kewkky on September 24, 2016, 07:35:40 PM
So I know that the perma-death game type saves whenever you quit, but that leaves the game mode prone to abuse by people just alt+f4'ing out of the game whenever something bad happens. How about keeping the "save upon quit" mode, but changing it so that once you load it, it also deletes the save file? It won't stop people from making copies of the save file and putting it into another folder, but it'll definitely lower the amount of people abusing the system as well as keep it feeling as a real perma-death mode. If a player's batteries die or they lose electricity, so be it. They chose perma-death mode knowing what the consequences could be.
that would delete the save should the game crash. bad idea. maybe just do very frequent autosaves.
Why even care? Ppl playiung permadeath just chose to not have alt saves. If they cheat, they cheat themselves. There is no online ranking or something. THey cheat? THeir business.
Honestly, the fix for the current Permadeath is to allow for more intervals for the auto-save. Every 5 minutes, for example, would allow you to Alt-F4 and undo basically one thing, but probably not undo the entire situation that lead to it. Alternately, setting it to never auto-save would mean you'd have to revert back to your last hard save, which could have been days or more of playtime. That would allow Permadeath to be used as the player chooses; A lot of people want permadeath as a way to supplement their willpower when bad things happen, which is, I think, the default assumption about Ironman/Permadeath options.
Personally, I use permadeath to simplify save game management. I have the default interval of every day, so if something happens that I don't want to deal with, I have to consider whether or not it's worth losing up to potentially a full-day's play. Sometimes it's not worth it, often it is.
I'll suggest a new trait:
Bipolar: When (NAME) is happy, he's really happy. When (NAME) is sad... watch out.
-Movement & workspeed buff if Mood is above X.
-Doubles effect of all mood modifiers, positive and negative.
Comfort
- Copying existing Zones (if you want to change a single room for a few Pets/pawn without creating the whole zone again)
- grouping your pawns with [Strg]+ [1]-[9] ( for selecting fighter/non-fighter or sniper/mingiuns/melee guys etc without selecting them every time from hand)
- Order to remove items from the storage (bring the item to the border of the homezone, for rotten animals/dead insects etc you just wanna get rid off)
- Options for animals that should transport stuff but should not following the pawn into fights (they get more often killed by FF than by the enemy itself)
- Formations (order your pawn to keep formation or use singleline/doubleline Formation to avoid friendly fire.
- Make thrown grenads lighter to see (so you can move your pawn out of the danger zone)
- show Mortar/Autogun reach before/while placing(replacing) them
- Item prioritization for carrier. (like first weapons-> raw Food-> Meals -> rawstones ->etc)
Traits
- No Pain no Gain -10% pain
- whimp - +10% pain
- bisexual - romance with both gender
- strong - can carry bigger stacks
- weak - can carry smaller stacks
- hungry - need more food
- economical - need lesser food
- TV junky - buff when viewed TV in the last 24 Hours/debuff if doesnt viewed TV in the last 24h (better TV better buff)
- Artist - Buff in Rooms with sculpts /debuff in rooms without sculpturs
Misc
- Raider with bionic Bodyparts to "harvest".
- Single field blight
Quote from: Letast on September 26, 2016, 08:43:33 AM
- Single field blight
I disagree, that would just encourage making lots of small fields instead of just one giant one, even if they cover the same area. I would rather have single-crop blight to encourage diversity in what you plant.
Quote from: MikeLemmer on September 26, 2016, 02:22:51 PM
Quote from: Letast on September 26, 2016, 08:43:33 AM
- Single field blight
I disagree, that would just encourage making lots of small fields instead of just one giant one, even if they cover the same area. I would rather have single-crop blight to encourage diversity in what you plant.
Good point
also another one to add
- powercords that can cross each other without connecting(like a bridge) so it is easier to have seperate power nets.
Quote from: blub01 on September 25, 2016, 04:50:38 AM
Quote from: Kewkky on September 24, 2016, 07:35:40 PM
So I know that the perma-death game type saves whenever you quit, but that leaves the game mode prone to abuse by people just alt+f4'ing out of the game whenever something bad happens. How about keeping the "save upon quit" mode, but changing it so that once you load it, it also deletes the save file? It won't stop people from making copies of the save file and putting it into another folder, but it'll definitely lower the amount of people abusing the system as well as keep it feeling as a real perma-death mode. If a player's batteries die or they lose electricity, so be it. They chose perma-death mode knowing what the consequences could be.
that would delete the save should the game crash. bad idea. maybe just do very frequent autosaves.
I suggested Time Based Autosaves multiple Times now. It does have nothing to do with cheating or not if someone does have to "savescum" ( i hate this word ) even on hardcore, because I think it is a part of the connection to the colony and the pawns if you don't want to let somebody die or think the fate that happened was undeserved.
But Time Based Autosaves are pretty convinient if you pause and plan for hours at a time and then shit happens the moment you unpause, be it a system crash or invasion of the mole people.
And your last save is two ingame days old. I think it should be possible to have Time Based Autosaves just to sooth our nerves.
Probably been mentioned before: but please, please a "hold fire" button for drafted colonists
Just lost a left lung to friendly fire. She already lost her nose, an arm and a leg. At this rate she will be all artificial soon
Event : clumbsy fall.
Colonist falls down and gets a random injury, either a cracked bone, bruise, or laceration.
Is more likely when consciousness is low / movement is low. Especially risky when colonists are drunk or high. Risk of damaging anything they are carrying when it happens. Can also happen in dirty rooms, low movement areas (water, sand) or when hit
Vomiting being able to hit, and effect other colonists, pets, electronics, ect. Would be funny to see someone hate someone because they got puked on.
Vegan meat alternatives.
Specifically, soy may be a good fit.
Medium-length growth, though it must be refined before it can be used in cooking.
I don't know if someone suggested, well, if we kill many enemies in a raid, the rest of the survivors tend to escape, but ... if some of them just surrender instead of flee. this would be interesting.
The combat needs to be more tactical, even in intense or extreme the enemies are too predictable.
Another one :
sorting options for the Research Tab. Since there are more and more Vanilla Research Projects ( not to talk about mods ) finding and selecting the research topic I want gets more and more difficult.
Also through the change in multiplier the research is sometimes sorted different with Industrials than with Tribals.
So either change it completely to Alphabetical display instead of Research cost or better yet, make a small sorting option.
Yes/No prompt when someone wants to join your colony so you can reject or accept them.
This is a very cheap idea considering the amount of time necessary (Add a condition to the event where a colonist joins you so that before the event occurs, a prompt is brought up, yes to continue event, no to end event)
I'm sure this has already been suggested, but I think it is an important addition needed.
i.e. I have a colony and don't want/ can't handle any more people right now, and I get a random wanderer who joins and have to deal with negative modifiers for something I didn't want in the first place
alt+f4 auto-save work-arounds
suggestion:
auto-save at key events such as a colonist's death; or disaster event such as raid, infestation etc.. maybe this could be a setting to enable or enabled by default for permedeath gameplay.
Let me rebind my middle mouse button. If I could pan the camera with the right mouse instead I would be so happy.
I noticed that the coolers are still defective, and still produce excess heat and use excess power when successfully hovering at the selected target temperature. I first posted this over a year ago in this thread. And because higher temperature on the exhaust side reduces cooler effectiveness, this can cripple coolers where it makes no sense, such as an array of coolers dedicated to a small room, with an exhaust duct that is not directly connected to outdoors, but should still be adequate, producing runaway and persistent problems. See my posts from before, including a working code snippet that can be copy+pasted into the vanilla core, to fix the problem. Fixes don't get any "cheaper" than that. (Well, it won't work now, some of the code has changed, the fix needs minor updating, for example compTempControl doesn't exist anymore.)
https://ludeon.com/forums/index.php?topic=174.msg154082#msg154082
https://ludeon.com/forums/index.php?topic=174.msg154259#msg154259
https://ludeon.com/forums/index.php?topic=174.msg156834#msg156834
Oh, and see this:
https://ludeon.com/forums/index.php?topic=18853.msg209266#msg209266
I wanted to reply there, but I could not, perhaps the thread was locked but it doesn't indicate so.
"(Originally I thought there was some actual issue with the coolers, but now I feel like this is too minor to warrant the effort of looking at!)"
There is an actual issue with the coolers.
"What you'll see happen in this save is the "hot" room will keep getting hotter, even though the outside temperature is below the cooler target temperature.
So to answer Tynan's questions:
1) 2 rooms, 1 cooler. Cooler cold side in 1 room, hot side in the other room. Outside temperature below cooler target temperature.
2) Hot room keeps getting hotter (but seems to stop once the heat dissipation is high enough to outdo the cooler)"
This is an issue! The title of the thread is not useful, and is addressed by Tynan in the last post, but the coolers do have an issue. When you have one or more coolers that are doing little to no actual cooling, they should not be exhausting full heat and using full power, as if they were producing maximum cooling. That is the error in the code, because they *do* operate at full exhaust heat and power, even when only pushing out a very, very small amount of cooling, which leads to all sorts of other issues and unintuitive inconsistencies, which can be dramatically bad in certain specific scenarios, especially with an array of coolers on the same room set to the same target temperature. Especially when you consider that higher temperature on the exhaust side will limit how much cooling they can do.
This problem has probably affected every player noticeably at least once, though they might not have known it was a bug. "Why aren't my coolers working, there should be enough of them." "Oh, exhaust is hot, well why is it so hot, I don't have to do very much cooling right now." "Why do I have to stagger the target temperatures of the cooler array to get them to work semi-efficiently? Why don't they work properly in the first place?" (The last one is only for those who realized that staggering targets will result in fewer dysfunctional units in an array of coolers.)
Perhaps a better version than my fix should go into the release, such as one which changes all coolers on the same room to operate at the same level, rather than some high, some idle, and one in between. And perhaps it should have a separate string for "in between", rather than saying high or full. I could implement those as well, but it would take a little more work than my current fix, which only modulates one cooler, because the game ordinarily processes all things and their effects in sequence, not in parallel, including coolers. So two coolers might be determined to be high, then one is intermediate, then two more are idle, for example. Which results in the same total effect, and same total power draw, but it would be better if each cooler displayed an average level when selected, instead of only one out of an array showing an intermediate draw, with the rest showing maximum or idle.
It seems logical to have places where the colonists can store their clothes instead of on a stockpile.
So wardrobes would be nice. Even low-tech people should be able to build them from wood.
Allow Permadeath to be turned on (but not off) after a game has been created.
I prefer to play permadeath, but the default is that it's not checked. When I roll a new start, it annoys me that I can't enable it. It should probably have a warning that this is a one way thing that can't be undone.
Assigning animal beds to specific animals would be cool. Useful when you have different kinds of haulers and you don't want your bear to sleep next to your dogs.
Hanging Art - made at an Easel Workstation (1 sq). It can be placed on any wall and doesn't take up any space. People can walk on the square in front only to view it and it adds beauty to the area.
Quote from: mumblemumble on September 27, 2016, 08:38:14 PM
Event : clumbsy fall.
Colonist falls down and gets a random injury, either a cracked bone, bruise, or laceration.
Is more likely when consciousness is low / movement is low. Especially risky when colonists are drunk or high.
Or old. Falling is a serious problem for the elderly - fall and break a hip, and you're pretty much bedridden for the rest of your life. And being bedridden reduces your life expectancy from then on.
Wheelchairs! Ideas:
* Pawns who can't use their hands to move the wheelchairs themselves could be pushed outside by other pawns, so that the wheelchair-bound could get some outside joy.
* Pawns who can still use their hands should be able to move themselves around in wheelchairs.
* Sick pawns should be able to use wheelchairs to get out of bed, go eat, do joy, but still retain some of the healing benefits of resting.
* Once you've researched (whatever) to enable motorized wheelchairs, those should ZOOM. And there should be versions with baskets in which the pawn can Haul more stuff.
PLEASE MAKE THE SUCCESS RATE OF SURGERY HIGHER.
I'm so sick of an extremely skilled doctor KILLING SOMEONE during a robotic hand installation. I understand that it is a hard operation, but HOW ON EARTH do you screw it up so badly that someone dies of 3 cuts to the chest?
I know this gets said a lot but it really needs to be fixed. It would be ok if it made sense and there actually was logical, reasonable risk in surgery but I just don't understand how much and how badly the colonists are able to mess up. One time it took 5 tries to install a peg leg and the colonist doing the operation was probably around 12-15 medical skill. Installing a peg leg basically involves attaching a carved piece of wood to the stump of a limb. The stump doesn't have to be reopened, no veins have to be connected, no nerves either, etc.
Quote from: FosterPatch on September 29, 2016, 11:00:58 AM
i.e. I have a colony and don't want/ can't handle any more people right now, and I get a random wanderer who joins and have to deal with negative modifiers for something I didn't want in the first place
Yes, I just love when an abrasive, highly neurotic, pessimistic pyromaniac with a pegleg and asthma who refuses to do dumb labour shows up at my door and invites himself in. Free kidney and heart, I guess. (I really did get a pyromaniac inflict himself on me, and the first thing he did was set fire to my warehouse while everyone was sleeping.)
Cheap idea: Punching Bag
* Provides Joy
* Trains Melee
* Might be destructible after many uses
* Might not be usable by 'Incapable of Violent'
Quote from: blub01 on September 18, 2016, 11:50:00 AM
Quote from: 1BadPanda on September 17, 2016, 11:35:28 PM
Would it be easy to have the material count of architect jobs listed with the types you can build?
Example: I want to build a wall but don't know what type of stone blocks I have. Have the count listed next to each wall type when selecting?
there's a list of everything you have in the top right. just use that.
That's not always expanded, but since it is already a variable it should be pretty "cheap" to include a number on a tile, or maybe a hover-popup of all of the ingredients? It saves time doing things that aren't "fun" like opening a tree list and it happens enough that I think it would be a valuable addition to the overall game play and interaction with the user. Lets also get serious for a second, the list in the top left isn't exactly a professional looking HUD (even for a 2D game). Yes, it is intuitive and easy to use, but it's bulky in that it shows too much information for the screen real-estate it takes up.
Also, are you facilitating ideas, or managing them? If you're trying to get ideas from a community via a brainstorming session, squashing ideas doesn't incline people to suggest more. Good ideas or not...
Reference:
http://www.seedsforchange.org.uk/facilwsh.pdf
Can we make power conduits "break" instead of "destroy" during short circuit? After 100th time of rebuilding them and microing a builder, it gets really annoying. And you could actually use your repair guy for it, not a main builder.
Someone already requested building roles, right? You know, doesn't matter, who makes walls and flooring, but it's important that only main builder makes chairs and beds. And other leading roles as well. I remember it was something like "noble roles from Dwarf Fortress" a couple of years ago?
The same way about hauling, decaying stuff always top priority over any job (not only general hauling), but it doesn't matter, how long chunks and bricks gonna lay under a rain...
Some way to give clothing to prisoners. When I capture naked raiders, there doesn't appear to be any way to give them clothes. For that matter, I'd like to be able to choose the quality of food they receive.
Quote from: Boba Phat on October 03, 2016, 07:39:33 AM
Some way to give clothing to prisoners. When I capture naked raiders, there doesn't appear to be any way to give them clothes.
Place a critical stock pile in the cell. It's a pain though as you really need one pile per item to make sure they get for example 1 pants + 1 shirt.
Trait idea. Unobservant: learns slower, smaller area in which he reacts to danger, corpses etc
add an option to rename animals
Switch the background insect noises in jungles from Game Volume to Music Volume. I'm irritated I can't turn it down to listen to podcasts without turning down the sound effects as well.
Ramparts. Walls your colonists could climb up and shoot from above, negating rock cover from approaching enemies.
fillable moats.
places where pawns could jump in if they are on fire.
fireproof suits.
flamethrowers.
lava.
windstorms (slows movement - blows things around).
Tornadoes. Run for the caves!
natural caves
intelligent apes (planet of the apes)
poo throwing monkeys.
JOY
pinball machines.
a drinking bar.
a juke box.
a mechanical bull.
Remove the 47% chance of raiders being instakilled-when-downed for colonist relatives. It sucks having to choose between letting them attack my colonists until they flee or having a 50/50 chance of giving someone a massive mood penalty.
While we're at it, could you set the mechanoid instakilled-when-downed chance to 100%? It's not fun to have a colonist spend 6 hours shooting a centipoid point-blank to execute it.
Sorry if this has already been suggested.
It would be awesome if you could shoot the guns of your colonists.
When drafted you press some button to fire the gun and with your mouse you aim.
My cheapest ideas.
COLONIST SELECTION
1. Buttons on the side of the screen that allow you to select all colonists with a specific outfit. Can't tell you how many times I want to select just snipers or just melee or just workers.
ANIMALS
2. An option on the animal screen that assigns all animals to none (for use in raids, when you want them to stay in a zone and not follow you and get killed).
3. An option on the animal screen that says "assign all animals to bond mates" (for use after raids to get your animals back to their people)
4. Instead of 2 or 3, an option on the animal screen that allows you to assign an animal to a zone when his colonist is drafted.
VISITORS/TRADERS
5. Allow the creation of a Trading Spot where the traders will hang out, similar to marriage and party spot. They will pathfind to this area where you can impress them and keep them safe while they unpack their goods so they're not forced to hang out in toxic rain or get accidentally shot by a turret killing a mad animal.
INVENTORY
6. A screen similar to the trading screen where you can see all the stuff you have, but you can pull it up at any time.
EVIL
7. A trait (or addiction) called "Evil" that doesn't get negative moods when you harvest organs, execute prisoners, or someone dies. But they do get negative moods if you release prisoners, if another colonist is seriously crippled (why is x still alive), or if another colonist is currently experiencing any kind of break (we should just shoot x and be done with it). Also maybe bonding with a new animal could remove this trait / addiction.
8. New prisoner action Torment. Show some blood animation and the prisoner's mood and consicousness goes down, gives other colonists bad mood has a chance to give the warden the "evil" trait. If the colonist is already evil it could give him a tiny +1 modifier per torment up to +20 (similar to the colonists who love to plant things). You could use this to slowly turn all your colonists evil (if they can be wardens), or you could use it to "entertain" evil colonists who need a mood boost.
Relatives who crash in pods should not need to be captured to recruit them if they're related to one of your colonists. I had a colonist capture his own mom, who subsequently tried to escape and then got shot in the head by her son in the process. That makes zero sense.
another cheap one:
add the copy&paste functionality from the storage zones to all producing tables, so all bills can be transferred to other tables of the same type
That sounds nice. Might as well have an "add all existing bills" option for benches as well so you can quickly set up multiple tailoring bills etc. without 20 clicks.
Need: "It can't be worse"
Type: Positive
When: if colonist have a lot of small negative needs.
Cooking Bills need an adjustable "buffer" for the setting "make X until you have #", so cooks stop running to the kitchen whenever 1 single meal is eaten. "make X until you have 10, when below 5" for example. Would that be easy to implement ?
Quote from: Razghul on October 08, 2016, 12:33:30 PM
Cooking Bills need an adjustable "buffer" for the setting "make X until you have #", so cooks stop running to the kitchen whenever 1 single meal is eaten. "make X until you have 10, when below 5" for example. Would that be easy to implement ?
Yes, it's pretty easy. The Crafting Hysteresis mod does that. It's awesome.
Quote from: Serenity on October 08, 2016, 12:37:52 PM
Quote from: Razghul on October 08, 2016, 12:33:30 PM
Cooking Bills need an adjustable "buffer" for the setting "make X until you have #", so cooks stop running to the kitchen whenever 1 single meal is eaten. "make X until you have 10, when below 5" for example. Would that be easy to implement ?
Yes, it's pretty easy. The Crafting Hysteresis mod does that. It's awesome.
That´s awesome, thanks ! :)
I think this is a simple one?? But my coding knowledge is pretty non-existent, so ignore me if wrong...
Idea to to make
<compClass>CompMelter</compClass>
Have a configuration attribute to define the temp at which damage will start to be taken instead of being set at zero.
Use included making items (not just food) suffer when in high temps.
Also if simple able to defined is the damage is taken when above or below the temperature?
Could be used for thing like temperature affect on things like generators, work benches, weapons, power armor etc etc...
Flamethrowers: could literally be a rapid fire Molotov reskin.
Wall shackles: ugly, keep prisoners from leaving a 5x5 area around it, ugly, decreases happiness by quite a bit, has a ton of HP, prevents breakouts entirely, maybe have adjustable length. Might be a bit difficult but could simply use recycled allowed area code.
my idea for the game is ruins city or village for world gen so you can either rebuild them or scrap them and start from scratch. just as an easier start with higher difficulty and to here build fallout style Scenarios.
Sugar creating plants
With brewery can be made into soda
Soda increases speed, blood pumping, and happiness but lowers manipulation.
Is there any chance you could release a version for chrome books, if not a reason or an explanation would be greatly welcomed :D
A Regenerative Serum that regrow body parts like spines and brains. Highly expensive, up there with bionic limbs. Requires surgery and skilled doctor to apply.
Provide a toggle for use ranged only, use melee as reaction, use melee only.
These would allow gunners to shoot point blank easier, and melee only could double as a "hold fire" function
Cheap idea #1: in-game lua scripting for work tasks/priorities. Cheap in the sense that it would cover A LOT related to work priorities, incl many of the following. Maybe do it in a one tab per script way: allow the script to define custom input controls and give it some output area (text) below the input controls for "debug"/simple user interaction.
Cheap idea #2: split doctoring into nursing, basic treatment and surgeries. Alternatively, let me check a box that says "only the best doc according to success chance is allowed to do the surgery".
Cheap idea #3: allow me to set minimum and maximum time spent on cleaning/work tasks etc. Allow me to set thresholds. Allow me to set cooldowns for work tasks. Maybe allow me to set a percentage of time spent on task types.
Cheap idea #4: make haulers prioritize harvested food based on deterioration/deterioration rate. Maybe include hauling harvested raw food with the grower task: harvest 100 items, haul those 100 items. Don't make the player use tricks like restriction areas to force his colonists to do proper work.
Cheap idea #5: doctors sleeping while patients are bleeding. WTF?!? Bed rest priority does not work very well. And in real life ppl can easily forego large amounts of sleep, ofc with increasing consciousness issues. Base gets assaulted and there is stuff to repair? Well, I'm tired, so let's go to sleep..... come on, don't give me this nonsense XD.
Cheap idea #6: sort the tabs!!!! Ever played the game with more than 10 colonists and tried to use the work tab? Most likely not.
Cheap idea #7: architect sub menu shortcuts. plz do it.
Cheap idea #8: UI font size: plz let me adjust it. I don't care if there are issues, but unreadable colonist names in the colonist bar is just a no-go.
Cheap idea #9: ambient noise volume. or just let me disable it. jungle ambient noise is just, well, a pain.
Cheap idea #10: right click -> "reserved by", wtf? Just let me click and force it. Every time I want my best doc to do an operation, I have to draft the entire colony just to prevent my "nurses" from trying to do it.
Cheap idea #11: Hauling. I use nearby high prioriuty storage areas for cooking. Every time the cook cooks a meal, a hauler tends to refill that storage. Give me a solution for that plz. Currently I restrict the cook to an area and set him/her on nightshift. Plz don't make me circumvent shortcomings of the game as often as we have to atm. There are many solutions to that problem: restrict hauling to a specific storage zone to specific pawns, or allow me to set threshold levels at which hauling to a specific storage area starts/stops. Genereally, thresholds, cooldowns etc. could be beneficial to many work aspects in the game, ie. cooking, growing, hunting (don't go on hunt when your rest level will be at zero shortly......).
My cheapest idea is a bonded whole game with the dlc's now you don't have to buy everything and when update you'll only have to update 1 the bonded together game not the core game then seperate update for the dlc's if the dlc's ever get an update
Fireproof suits and portable extinguishers.
Man do we need them. Think boomalope explosions, flash fires, and centipede inferno cannons. Nothing worse than seeing your pawn on fire and not being able to put him out when you right click on him. You could try and arrest him but you want to put the fire out. And sometimes when you are able to, that pawn catches on fire. Or worse, seeing great gear on the ground from enemy pawns going up in flames and you can't stamp the fire out. Or your crops and stockpile going up in flames. Oh the pain, the pain.
Quicksave and quickload buttons.
I may have mentioned this before. A way to right click on a particular mod in the mods menu so you can go to the folder where the mod is located. Sometimes, the description of the mod in the mod screen differs from the name of the folder where the mod is actually located. I know it's in the mods folder, but which folder is the mod in? If we could do that, then it would make it easier to delete conflicting mods.
A way to preserve the load order of the mods when they all get disabled in the event of a conflict. That way you know where you left off.
Being able to use your arrow keys to scroll up and down in the mod menu.
Stockpiles often get multiple small stacks of the same stuff for various reasons. Can't we have a button on stockpile intrerface that would issue hauling orders for such redundant piles to be sorted out properly and take less space as result? Doing it by hand is annoying.
Quote from: asquirrel on October 12, 2016, 08:53:04 AM
Fireproof suits and portable extinguishers.
Man do we need them. Think boomalope explosions, flash fires, and centipede inferno cannons. Nothing worse than seeing your pawn on fire and not being able to put him out when you right click on him. You could try and arrest him but you want to put the fire out. And sometimes when you are able to, that pawn catches on fire. Or worse, seeing great gear on the ground from enemy pawns going up in flames and you can't stamp the fire out. Or your crops and stockpile going up in flames. Oh the pain, the pain.
you can already do that - but only in the home area. so you need to make the place where the thing you want to extinguish is your home area, extinguish it, and clear the home area again.
A couple of simple ideas:
- Show in the work tab who is idle so I can assign easier a task to him. Also show there who is hurt and treated, but not incapacitated (to force them to rest until healed).
- Be able to sort the colonist bar by name or other things.
- Be able to make colonists change outfits easily. Something like when restricting zones, just click and drag instead of having to go to the drop down menu.
- Be able to set a default zone for new tamed/born/bought animals.
- Be able to set a default outfit for new recruits.
- Have an option to force "rest until healed" instead of having to microing it.
- An option to cap animal breeding. Let them bred until they have X males and Y females, then slaughter everything else (in my case I would want from most age males to less age (you know, male privilege -.-)).
- Add steam achievements.
- Check some great mods and try to implement them in vanilla game (animal tab, crafting hysteresis, allow tool, storage search, colonist bar, allow tool, medical tab, relations tab, work priorities) (ok, this is not so simple -.-)
But again, does Tynan read this? If I was a dev I would like to have a less messy system than a forum with endless suggestions and topics with endless pages... So I doubt he reads this all.
Allow sorting in the Work tab -- So I want to get my top 3 miners on the job immediately, let me click "Mining" and sort the colonists by mining skill.
Fluffy's Work Tab mod does in (A14, requires CCL). Its an incredible function.
Quote from: night777 on October 14, 2016, 09:56:52 AM
Allow sorting in the Work tab -- So I want to get my top 3 miners on the job immediately, let me click "Mining" and sort the colonists by mining skill.
Fluffy's Work Tab mod does in (A14, requires CCL). Its an incredible function.
I forgot to ask that in my post as well as other things. It really annoys me that I cant sort colonists in the bar or in the work tab. Its a huge mess, and specially since the higher skills start to have light colors in their squares so its more difficult to see the priorities with an overall sight.
Graves showing the pawn's date of death. Like a simple "Died on the 2nd of summer, 5501" when you click on them.
Determination level for raiders to make them not always run when half of them are down. Sometimes they might run sooner and sometimes later.
Something in real time showing how much immunity has built up when they get the plague and the pawns are fighting for their lives.
I don't understand how the game decides to sort the pawns on the colonist bar or in the work/restrict/assign tab, so I don't know if working on that is cheap. But I'd like to be able to set a sort method, like alphabetical, or by-best-X-skill, or drag-and-drop, or something. Currently, it seems like every time I get a new colonist, or every time someone dies, the whole order gets rearranged, and I get mixed up about who is where on the list. I'd like to be able to predict, somehow, where the new colonist will end up in the list.
Quote from: Tammabanana on October 15, 2016, 08:57:08 AM
I don't understand how the game decides to sort the pawns on the colonist bar or in the work/restrict/assign tab, so I don't know if working on that is cheap. But I'd like to be able to set a sort method, like alphabetical, or by-best-X-skill, or drag-and-drop, or something. Currently, it seems like every time I get a new colonist, or every time someone dies, the whole order gets rearranged, and I get mixed up about who is where on the list. I'd like to be able to predict, somehow, where the new colonist will end up in the list.
It aint cheap ya know
Quote from: jmababa on October 15, 2016, 12:18:11 PM
It aint cheap ya know
Actually, I don't, which I mentioned. Thanks for the witty tip, though.
Integration of AI core with CryptoSleep Casket
The Core 'holds' an imprint of a colonist. You put your critically injured or infected colonists in the casket and make a 'backup' of the colonists' memories, skills, passions etc...but the colonists' injured body is destroyed...then later on, you can force a prisoner into the casket and re-write their mind with that of the saved colonist.
'Animal Areas' are great, but I'd love to see a version which allows animals (or colonists) to go anywhere but X area. Same mechanic, but instead of limiting them to stay in that single area, allow them to go everywhere BUT that area. This would be a great way to stop darned pets from eating all my meal supplies when there are plenty of corpses/kibble piles RIGHT THERE D:<
Test. If you're a dev, reply to this message. This way we'll know whether these are actually being read and whether there's any point to piling more stuff on top of a pile already 251 pages high.
Edit by Tynan: I read them... sometimes it just takes a while!
Quote from: Otakugirl on October 17, 2016, 06:09:59 AM
'Animal Areas' are great, but I'd love to see a version which allows animals (or colonists) to go anywhere but X area. Same mechanic, but instead of limiting them to stay in that single area, allow them to go everywhere BUT that area. This would be a great way to stop darned pets from eating all my meal supplies when there are plenty of corpses/kibble piles RIGHT THERE D:<
I get what you say. Currently you can do the same thing with a bit of workaround... Just cover the entire map in that area except the zones you dont want them to go.
Quote from: Otakugirl on October 17, 2016, 06:09:59 AM
'Animal Areas' are great, but I'd love to see a version which allows animals (or colonists) to go anywhere but X area. Same mechanic, but instead of limiting them to stay in that single area, allow them to go everywhere BUT that area. This would be a great way to stop darned pets from eating all my meal supplies when there are plenty of corpses/kibble piles RIGHT THERE D:<
You can already do this by covering the area you don't want them to go (the cooler for example) and then inverting the Zone under Manage Areas.
Change Hay to Grain and require it along with Hops for Brewing. So far we are making beer with only hops. This is a terrible idea. A regular 5 gallon batch of beer is 1-3 ounces of hops and 15 lbs of barley.
I think a good way to build immersion would be to display a message when all of the original colonists you began the map with have died - it's easy to forget that all of them originally have a reason for being where they are, even if it isn't a happy one.
For example:
Crashlanded:
"It began with a panicked evacuation onto a distant, uncharted world - from there, <ColonistName1,2,3> struggled to build a colony, with the distant hope of someday returning home. It was here that their journey ended."
The Rich Explorer:
"Setting out from their Glitterworld home in search of the realities of frontier living, <ColonistName> found this world. Was it what they wanted? Were they satisfied at the end? Who can say?"
Lost Tribe:
"Fleeing for their lives from perhaps divine judgement, <ColonistName1..5> reached this land, and attempted to build a home and a new life. Whatever the form, it has caught up with them in the end."
Below that, this generic message would appear:
"Nonetheless, their memory will live on - in the lives they have touched on this world, and most importantly, in the colony they have built, and those who remain to tend it in their stead.
<ColonyName>. Long may it endure."
Colonist eating a corpse stacks 3 times and gives -7 debuff when eating without a table x3 makes -9 what the bloody squirrel Tynan.
Make something please.
Quote from: A Friend on October 15, 2016, 02:14:00 AM
Graves showing the pawn's date of death. Like a simple "Died on the 2nd of summer, 5501" when you click on them.
This is already there if you click on the grave, isn't it? I know you can at least see
who is in the grave...
Quote from: asquirrel on October 15, 2016, 02:14:00 AM
Something in real time showing how much immunity has built up when they get the plague and the pawns are fighting for their lives.
This is already on the pawn health tab.
Starting animals shouldnt be bonded. Sometimes they are useful, sometimes they arent, I prefer to eat them if they arent.
Quote from: OFWG on October 17, 2016, 06:21:35 PM
Quote from: A Friend on October 15, 2016, 02:14:00 AM
Graves showing the pawn's date of death. Like a simple "Died on the 2nd of summer, 5501" when you click on them.
This is already there if you click on the grave, isn't it? I know you can at least see who is in the grave...
It only says who's in there. You have to open it up and check the corpse itself to know how long it's been dead for.
Hi tech research bench should work at same speed as normal research bench when its not powered, similar to the electric tailoring bench.
Quote from: Alenerel on October 18, 2016, 01:05:38 PM
Hi tech research bench should work at same speed as normal research bench when its not powered, similar to the electric tailoring bench.
Love this idea.
Change the pila's description in game since its very confusing for new players. I avoided using it for some time cause I thought that the pawn had to go to get it after each throw. The description says "single use".
I think it might be cheap to make a firefoam gun (not entirely sure). just like a fire extinguisher to make late game fire extinguishing possibly faster, as long as you can grab the gun quick enough.
Separate the 'headgear' option in the outfit planner into 'hats' and 'helmets' so my farmers don't grab the power armor helmet I just made.
Romantic rejection penalties from the same colonist should not stack. What were you expecting trying again after you were just told no, anyway?
Combine the Deep Drilling and Ground-Penetrating Scanners research projects. They're useless without each other anyway.
I'm no programmer, but I feel like these changes are simple enough to implement in a couple hours.
Planning changes, I'd like to see planning tools akin to those found in Prison Architect, you could even have the planning tool button perform like the material choice for buildings.
Secondly, once a plan is put down, only the plan removal tool should be able to remove it. I don't like the fact that almost anything can remove plans, be it the cancel tool, or building on a plan, or mining out the rock.
Copy settings should apply to benches as well, aka, copy bills.
Quote from: Trylobyte on October 21, 2016, 06:35:42 AM
Separate the 'headgear' option in the outfit planner into 'hats' and 'helmets' so my farmers don't grab the power armor helmet I just made.
Romantic rejection penalties from the same colonist should not stack. What were you expecting trying again after you were just told no, anyway?
Combine the Deep Drilling and Ground-Penetrating Scanners research projects. They're useless without each other anyway.
Then it would be more worth to separate armor from clothes to make it click friendly.
BTW you can select single head gear if you expand the helmet list.
I totally agree about the rest.
At first , I am not good at english,so I hope you'll understand.やSorry for my poor English.
Hello.I started to play Rim world recently.
I felt like something was missing on DrugLab.And then I have some suggestion like the followings.
・System
DrugLab can make Poison and narcotic drug.
・Item
Poison:
"With Bow",you can poison on enemy or animals.
Narcotic drug:
"With Bow",you can make enemy or animals into a coma.
And also can use for medical treatment.
cheer
Quote from: nfwp on October 22, 2016, 09:19:10 AM
At first , I am not good at english,so I hope you'll understand.やSorry for my poor English.
Hello.I started to play Rim world recently.
I felt like something was missing on DrugLab.And then I have some suggestion like the followings.
・System
DrugLab can make Poison and narcotic drug.
・Item
Poison:
"With Bow",you can poison on enemy or animals.
Narcotic drug:
"With Bow",you can make enemy or animals into a coma.
And also can use for medical treatment.
cheer
Hi, I like your ideas but this topic is not for those kind of suggestions. This topic is for very small cheap changes, you should make a new post for your suggestion.
Can we have the zone size displayed when it's selected? Eg.
Stockpile zone 26
Size 30
or
Growing zone 23
Growing period: Year-round
Growing season here now.
Size 94
Display who is a nudist in the outfit manager. Maybe heat/cold tolerant/lovers too.
I have a suggestion that I would hope to be considered 'cheap'. An implementation of a simple stealth system for characters in which, they can sneak up behind animals (specifically herd animals such as deer) and kill them without initialising a frenzy of sorts. Perhaps you could use elements such as grass length (if there is any) to contribute to the characters overall stealth level. You could also rate it based upon the area's foliage density. 8)
Maybe if not this then another related suggestion is to apply a stealth rating to buildings owned by the player. This could be higher at night and lower in the day. For example: A pirate raid could (as a pose to rushing your base immediately) search for your base instead, giving the player more time to prepare.
Many thanks for reading this if you do. ;D
Remember which ones are expanded when displaying resources in categorized mode.
Sterile walls, doormats, etc. hygiene improvements, basically. Sickness based on environmental exposure to open wounds and such.
Quote from: Alenerel on October 18, 2016, 08:12:06 AM
Starting animals shouldnt be bonded. Sometimes they are useful, sometimes they arent, I prefer to eat them if they arent.
I think that's on purpose, otherwise players would immediately kill and/or eat a good portion of their starting animals. It's meant to be a tradeoff for the cats & terriers: do you kill them and suffer the debuff, or try to avoid it by keeping them alive?
Hi
I'd just like a status icon like the Z for sleeping to be on cryofrozen colonist portrait's.
A snowflake would be ideal :)
I would like to make a useful suggestion. I find that when hovering over weapons and clothes etc. I have to keep tabbing between the item's gear tab and my character's (or item's) gear tab to compare the stats. I think a great addition to the game would be if you could create a hover window on relevant items in-game comparing them to characters. Perhaps the player should select a player before hand and then select the item to bring up a comparison window. I feel this would be a really useful system to add in the game and not very 'expensive' either.
Thanks for reading!
Get rid of the mood debuff disturbed sleep when two pawns are sharing the bed (lovers) and the second one disturbs the one sleeping.
Quote from: Alenerel on October 24, 2016, 11:56:33 AM
Get rid of the mood debuff disturbed sleep when two pawns are sharing the bed (lovers) and the second one disturbs the one sleeping.
I find that quite realistic, actually.
A sort of "blacklist" for backstory characters, so a player can, if they want, list backstories to be BLOCKED, just like those they want to see, except guaranteed never to show up.
I would love this as a select few backstories completely ruin it for me...and would love to have them effectively removed from my gameplay
Quote from: mumblemumble on October 24, 2016, 04:52:18 PM
A sort of "blacklist" for backstory characters, so a player can, if they want, list backstories to be BLOCKED, just like those they want to see, except guaranteed never to show up.
I would love this as a select few backstories completely ruin it for me...and would love to have them effectively removed from my gameplay
Like Sherrif? I hate that one. Taster is weak, too. For such unique stories, they sure are common. I second this idea. Would it be in the "new game" setup, where u can block incidents and adjust values?
I was mainly thinking candy, or whoever his name is.
rescuing someones wife only to discover its THAT is a low blow imo. One which forced me to remove him entirely from the colony just to continue on, and then drug up the man whom was married, to tolerate a 4 month grieving period.
Mainly, I don't suggest this for common people (thats its own problem) but rather backstories which are imo extremely controversial or unrealistic. SPECIFICALLY the player made backstories
EDIT : Creative reward backstories specifically, sorry for the confusion. But really, this would be very cheap imo, just alter the "appear in the game" names into "ban from game" list, and list what you dont want, using a blacklist effect instead of a boosted likelyhood.
"core world student" is the main one, but theres another, something of a mercenary.
I heartily agree. There are specific characters, and then specific backstories, that I never, ever want to see in my games, either because they're completely useless, or they piss me off in some other fashion.
I think that they should be balanced somehow so that nobody is useless. Something like, for each inability to do a chore, give an interested flame to what they are able to do. That flame is random, and if two flames happen to go together (incapable of doing several things), then burning.
So the generation would go like this: first create a random guy like now, then add a flame to a random stat for each inability. If that ability has already one flame, then make it burning passion. If that ability has already two flames then bad luck, it stays like that.
If the tests gives too many overpowered people, then make that instead of a "sure" flame, to be a chance for each inability, for example 50% of having an extra flame for each inability.
Still I think that inability of hauling and cleaning should be way less common since its pretty much the only useful thing that an useless pawn can do.
They're not random, not really.
The backstories are pregenerated*, and give numeric bonuses/maluses, and flames, to specific skills, as well as disabling specific things.
You get either a semi-randomized mix of 2 backstories, or you get a named character with set backstories.
At some point in the process more points are added beyond those set by the backstories, but I'm not sure how this is done.
Names are also not really randomized. Even for those who aren't a complete package of name and backstories, the first/nick/last combinations are all set.
* A lot of the backstories are user-created, which is why we get a lot of repetitions in backstory names, grammar/gender problems, or just really ridiculous characters.
Quote from: DariusWolfe on October 26, 2016, 03:51:59 PM
I heartily agree. There are specific characters, and then specific backstories, that I never, ever want to see in my games, either because they're completely useless, or they piss me off in some other fashion.
I heartily agree too. maybe pop idol, definitely sheriff. I got sheriff one time; it described this fool's love of whiskey and women, but he's a gay teetotaler. Maybe he discovered his sexuality and joined Space Alcoholics Anonymous.
Quote from: mabor0shi on October 26, 2016, 06:10:14 PM
Maybe he discovered his sexuality and joined Space Alcoholics Anonymous.
i KNOW this is incredibly off topic, but this is the best quote ive seen in a while.
Could beavers be programmed to gnaw off peg legs of incapped pawns, or attack / eat it if desperate enough?...that would be...interesting.
Make some incapabilities go away with time. Cleaning, hauling, plant cutting, and violence mostly. Sure some people are stubborn and won't lift a finger until they die, but sheriffs need to be made useful somehow.
Trait : Promiscuous
Pawn is very easy to flirt, and try to get with someone. Flirts much more often, and has almost no rejection debuff. Also has a staggeringly higher chance to leave relationships for others, and chances to re-enter relationships... having a tendency to leave a trail of exes through the colony with broken hearts.
I think this could be very interesting, and could cause drama, harlots or players making everyone mad at them over time, while also possibly being slightly more attractive by default
Keep in mind raider combat ability for raid points : This is an issue which really hurts the giant raid aspect of the game, where they send dozens of people rather than 1 dozen SKILLED fighters. Thus, I think 2 things need to be done. 1, put raider ability with guns and melee as a factor (A starter raid might just have a novice with a knife, while later raids use the more serious soldiers) and second, give the right people the right gear. Often people with 0 shooting and 10 melee are given snipers, and vice versa for swords. Within reason, weapons should try to match the strongest skill, OR at least only use raiders with SOME training with the weapon. This would allow cuts in SIZE for raids, and also lessen the raider wealth problem (where raids give you tons of wealth) by increasing risk for raids while lowering possible loot. It would also enable more tenacious raids with a lower pawn count. I know this would be a bit time consuming to re-balance the numbers, but I feel it would be WELL worth it in the end.
option to make clothes with certain colors, if made of cotton. We do it with carpets, why not jackets?
Add the Shiba Inu dog to the game.
Make possible that dogs can breed between species. The resulting one would be random. It could be all dogs between them, all dogs and wolves between them or dogs and wolves separately. (and foxes)
Maybe make possible that other animals can breed between species too if it makes sense. I dont know much about this... Like for example if a boar and a pig can have offspring.
Remove the debuff "saw a corpse" when watching corpses of non colonists. Make it appear only if the pawn has been around a corpse for 2 or 4 hours.
I get pawns can live with corpses nearby, I get that pawns care about other pawns and that these should be buried, but they shouldnt go all emo when seeing a dead raider/s who tried to kill you. Or just unkown people like visitors or refugees.
I really want to dump raiders corpses at the entrance of my colony so that attackers see them when coming to visit.
its not so much they are mourning, so much as death is unsettling. A dead body sitting around and being seen is a bit disturbing, and even if you hate them, seeing it is a bit offputting...and besides the dead bodies aren't as bad a risk as before...just clean up the gore in a burn chamber like I do, and send someone of strong will to burn the bodies.
Quote from: Alenerel on October 29, 2016, 12:19:02 PM
Remove the debuff "saw a corpse" when watching corpses of non colonists. Make it appear only if the pawn has been around a corpse for 2 or 4 hours.
I get pawns can live with corpses nearby, I get that pawns care about other pawns and that these should be buried, but they shouldnt go all emo when seeing a dead raider/s who tried to kill you. Or just unkown people like visitors or refugees.
I really want to dump raiders corpses at the entrance of my colony so that attackers see them when coming to visit.
Just saying: most humans share at least a slight level of empathy towards other humans. It's (part of) why we have international laws against torturing people willy nilly.
On that note, we need the option to build heads on sticks.
I just said to put a timer on it. As i said, watching an enemy corpse 24 hours a day is probably disturbing, but not watching the boneyard you are building with their corpses far from your base, when pawns only see it when they go to throw more corpses.
Knowledge is power, and raiders NEED to know what is going to happen to them.
Quote from: Alphanoob393 on October 29, 2016, 12:40:49 PM
Just saying: most humans share at least a slight level of empathy towards other humans. It's (part of) why we have international laws against torturing people willy nilly.
On that note, we need the option to build heads on sticks.
That empathy tho
Quote from: Alphanoob393 on October 29, 2016, 12:40:49 PM
Just saying: most humans share at least a slight level of empathy towards other humans. It's (part of) why we have international laws against torturing people willy nilly.
On that note, we need the option to build heads on sticks.
Made me laugh.
I support the idea of more pirate like stuff... who said we were good guys? Even if just deco for now (psycopaths get beauty buff from it norms get debuff?)
simple idea:
add a "forbid" toggle on research benches, to temporary stop reasearch without changing work priorities or other workaround
Add a new item "glasses" that help with cataracts. (Reduce vision penalty from -35% to something like 15-20% per eye)
Add a new "weapon", a crane, that helps reduce the penalty for having a bad back. Reduce move penalty of bad/frail back from -30% to -10%. Since its a weapon, the pawn cannot wield any other weapon while using this. It could be used to reduce other penalty things, like having the legs damaged or having peg legs.
Show additionally all move speeds in terms of percentage. For example, if 4.2 is the usual for pawns, it is 100%. A fast walker should be like 110%. I mean, with all diseases, injuries, etc often is difficult to know how fast is he actually is in total from the value.
Quote from: Alenerel on October 30, 2016, 06:42:16 AM
Add a new item "glasses" that help with cataracts. (Reduce vision penalty from -35% to something like 15-20% per eye)
Add a new "weapon", a crane, that helps reduce the penalty for having a bad back. Reduce move penalty of bad/frail back from -30% to -10%. Since its a weapon, the pawn cannot wield any other weapon while using this. It could be used to reduce other penalty things, like having the legs damaged or having peg legs.
Show additionally all move speeds in terms of percentage. For example, if 4.2 is the usual for pawns, it is 100%. A fast walker should be like 110%. I mean, with all diseases, injuries, etc often is difficult to know how fast is he actually is in total from the value.
Cataracts dont really work that way, its not because the eyes cannot focus or zoom like near / farsighted, its the eye literally becoming cloudy and hard to see through.
I like the idea of canes though..beating a raider with an old lady cane.
Quote from: mumblemumble on October 30, 2016, 07:39:51 AM
Cataracts dont really work that way, its not because the eyes cannot focus or zoom like near / farsighted, its the eye literally becoming cloudy and hard to see through.
I like the idea of canes though..beating a raider with an old lady cane.
I know, its cause some gelatin covering the eye. There is a surgery that removes that gelatin completely and lets you see like first day. Maybe add this instead of glasses? Idk which would be better for balance reasons.
Planting grass seeds... so we can put grass into court yards or other areas.
Quote from: mumblemumble on October 31, 2016, 12:20:06 AM
Planting grass seeds... so we can put grass into court yards or other areas.
sounds like a perfect idea for this thread. it's just one tiny change, won't affect balance, and you know players want it because there's mods for it. It's barely any different from dandelions (i just checked the XMLs & they are nearly identical) other than how it looks, so what could it hurt? Some of us don't want flowers all over.
Add a burned effect to the ground where a mortar/grenade/rocket has impacted. This makes easier to know what you are missing.
Add colonists "log" to their corpses (or their memorial). Every time, my colonists dies, I want to see what all he did while alive, how many enemies he killed, how many hours he spend sleeping, etc. but the moment they die their "log" is deleted.
Quote from: mumblemumble on October 31, 2016, 12:20:06 AM
Planting grass seeds... so we can put grass into court yards or other areas.
Yes! And I'm not talking about just another domestic plant, I want to be able to harvest wild grass seeds and replant them elsewhere. And I want them to spread like the wild ones do. Then I can finally re-grass that barren walled off area.
Change birthing to do a temporary high pain to incapacitate, and lock an animal in place similar to puking.
I'd like to be able to designate replacement of walls (and possibly other things) without having to wait for them to be deconstructed first. Like for when you want to upgrade your wood walls to stone.
Quote from: fulafisken on November 02, 2016, 05:19:56 AM
I'd like to be able to designate replacement of walls (and possibly other things) without having to wait for them to be deconstructed first. Like for when you want to upgrade your wood walls to stone.
Theres a mod for that called JTReplaceWalls. I know, I know, that would be better if it was in vanilla.
Be able to rename the colony without cheats/devmode. After all, most of towns and places are name after some time and cause some distinct in them. If you arrive, in 3 days, there is really nothing different than the other 10000000 colonies. Its easier to name it after you played it for a while and you grow fond of it.
Keeping track of tattered apparel and weapons that are on the verge of breaking is a pain.
Why not allow us to repair old apparel/weapon to restore their durability? Just have to have a 'repair' bill at crafting tables, where you can set how low the items' durability should be, and which type of item to be repaired. Also allows another way to increase crafting skill. It should use some materials of course.
Alternatively, breaking down apparel/weapons into scraps. Like how tailors can salvage cloth, buttons etc from old clothes.
Also, it will be good to be able to designate a spot for specific items. eg. if I want to have my most powerful weapons at a stockpile near my defences, but would rather find those items than fiddling with the stockpile setting. I can designate an item to 'belong' to that tile and my colonists will bring it there. It should overwrite usual stockpile criteria.
Add frogs, it'd be cute, they lay tens of eggs at a time which have no nutritional value but with human tender love and care, will hatch into a large platter of frog legs.
"Time spent in map" in records.
I just wanna know how long I've been coexisting with some of the wild animals on my map
some colony recored. i know there are records on each pawn. but maybe something like this for the whole colony. like:
- credits spend/earned in trading
- items produced
- meals made
- meals eaten
- animals hunted
- raid groups killed
- single enemys kills
edit: another thing, cheaper then the cheapest^^ : if you disable learning helper/tutorial: the cooking recipe preset disables all insect meat (bad meat), the drugs soical preset disables all drugs, the medical preset for all new colonists is doctors only without medicine. so an "advanced" player would not have to change these every time. for a new player it would still bring the "what's wrong here,why is this happening"-learning expierience.
make social skill change chances of preventing slights / insults. In my opinion the people with best social skills avoid making enemies unless theres a large disagreement, or a bad decision made.
maybe just -15 chance, so when neutral or above, theres almost no chance to insult, but if disliked, theres a slim, but reduced chance...something like that. Or just cut whatever insult / slight chance by a multiple of the social level
Driving : New skill that allows colonists to be able to use vehicles - (rare to find colonist with such skill)
Mechanic : Skill that allows construction of vehicles and can repair them. - (possibly repair other devices at reduced resource consumption)
Resource : Oil and the necessary technologies and buildings to go with it. (drilling - refinement - containment)
Tier 1 Vehicles (1-3 Driving skill Required)
Jeep 1 : Used to recover wounded people, scout and for hunting.
Transport : Used to haul and gather resources in quantity and at distance (also may be used by enemies to bring in troops quickly).
Tractor : used for gardening helps to garden (by tilling and fertilizing soil) and harvest plants in quantity.
Tier 2 Vehicles ( 4-7 Driving skill Required)
Jeep 2 : Equipped with a Machine gun (Possibly modeled after Humvee) extra health and can carry 5 men to combat
Halftrack or APC : Slower but with more armor and larger troop carrying capacity 6-8 and 1-2 light machine guns
Hover transport : Like the one used in Firefly. Fuel used is power cells or can be recharge at a "Vehicle Recharge Station"
Carries 5 men which can fire weapons off it and has a slight reduction to being hit.
Mortar Halftrack : Used to assault Bases and "Fixed Gun" positions
Tier 3 Vehicles ( 8-10 Required driving skill)
Makeshift SPG : "Self Propelled Gun" long range useful against vehicles and Buildings. Bad accuracy against infantry.
Makeshift Energy Tank : Built from the shell of one of those "centipedes" - retrofitted and repurposed to serve the colonists. (uses recharge station and fuel cells for fuel.) - very expensive and is better suited for defense for resource reasons
Infantry Assault Tank : Built for long range missions. Comes with 2 x cannon and 1 machine gun. Takes crew of 2-3 to operate. Can still be driven with 1 crew. Slightly better armor than a APC. Used to assist Infantry in base assaults. Low max speed. Extremely Vulnerable to fixed guns. Infantry can use stand near it to gain partial to full cover.
Fixed Gun Position
Anti Infantry : Machine gun nest with wide arc or small Fixed gun that fires He rounds at infantry
Anti Tank 1 : Reloads faster and has a slightly wider firing arc but packs less damage than the Big Anti Tank against vehicles - Still not effective against infantry
Big Anti Tank : Slow reload Requires 2 to Operate. Narrow arc but Superior range than tanks and SPG's. Weak against Mortar fire. Position comes with armor and protection for the crew including sandbags and armor health. Crew is vulnerable to mortar fire.
Assembly Structure : Where vehicles can be manufactured and repaired.
Recharge Station : For all them advanced vehicle needs
Gunsmith Bench : To craft the shells for the Fixed guns and Tanks. (will have to make the recipes expensive and hard to come across in the planet/galaxy)
thats about all i can think of at the moment other than maybe designing a few different layouts for enemy compounds and how looting them would work and such. :)
How about making space traders charge you money for those drop pods? Drop pods probably ain't free, and giving you a drop pod for free, whenever you buy 1 piece of wood seems like a very unprofitable deal. So why not make them charge money for every drop pod needed to deliver the items?
It could be something like this: Every drop pod has a limited amount of space, if you fill it, another one is needed. You pay a fixed amount for every drop pod needed. To balance things out, space traders could have lower prices, this way, if you buy small amounts, space traders will be very expensive, but if you are looking for a larger purchase (fill the drop pod), they will be cheaper than caravans.
Quote from: Mkok on November 07, 2016, 07:43:15 AM
How about making space traders charge you money for those drop pods? Drop pods probably ain't free, and giving you a drop pod for free, whenever you buy 1 piece of wood seems like a very unprofitable deal. So why not make them charge money for every drop pod needed to deliver the items?
It could be something like this: Every drop pod has a limited amount of space, if you fill it, another one is needed. You pay a fixed amount for every drop pod needed. To balance things out, space traders could have lower prices, this way, if you buy small amounts, space traders will be very expensive, but if you are looking for a larger purchase (fill the drop pod), they will be cheaper than caravans.
Actually, this would be a great change! make ships carry MUCH more gear, but add like a 200 flat fee for all transactions or something, but cheaper items to buy and buying cheaper...I imagine the demand (except for art, possibly drugs) would be less for a supply ship than other colonies out there.
Don't know how cheap it would be but add names of friends colonists into random name pool for raiders and traders? :)
what about a Gas grenade, knocks people out, only works inside (could also trigger if oven breaks down)
Quote from: Grimreaperz on November 07, 2016, 11:51:56 AM
Don't know how cheap it would be but add names of friends colonists into random name pool for raiders and traders? :)
If you open up the game options there's a few boxes there where you can put in your friends names.
An 1x1 and 2x1 tables.
It should be possible than placing tables one next to another, not matter the size, they looked as one table without joints.
Make the air conditioner and vent to be embedded in the wall so it looks nicer. Just got the idea from this mod, but it requires CCL...
https://ludeon.com/forums/index.php?topic=14177.0
Quote from: Alphanoob393 on October 29, 2016, 12:40:49 PM
Quote from: Alenerel on October 29, 2016, 12:19:02 PM
Remove the debuff "saw a corpse" when watching corpses of non colonists. Make it appear only if the pawn has been around a corpse for 2 or 4 hours.
I get pawns can live with corpses nearby, I get that pawns care about other pawns and that these should be buried, but they shouldnt go all emo when seeing a dead raider/s who tried to kill you. Or just unkown people like visitors or refugees.
I really want to dump raiders corpses at the entrance of my colony so that attackers see them when coming to visit.
Just saying: most humans share at least a slight level of empathy towards other humans. It's (part of) why we have international laws against torturing people willy nilly.
On that note, we need the option to build heads on sticks.
Personally I would be more disturbed by the sight of dead bodies; bloody, cut open, sitting in a pool of urine and feces...
F*ck empathy, it's visually disturbing. And believe me, you do *not* want to know what it smells like. As someone who attended an autopsy (of a relatively well-kept body) I can tell you, it sure doesn't smell like roses.
Speaking of autopsy, I'd love it if
1] pawns with higher medicine skill would suffer reduced penalty from seeing dead bodies and
2] pawns could practice on dead bodies to improve on their medicine skill.
Tynan mentioned something about 'Reverse Aging' on his twitter and talked about how he'd need a 3rd age category to do it.
What if you could just alter the age categories themselves. As in, if someone starts developing age related conditions at 60 years old, move it to 63 years instead. So they remain the same age, but simply dont have to deal with being 'old' for a bit longer. If someone is 35 then its not really going to matter if they are suddenly 3 biological years younger.
The only issue I see is someone on the edge. Age 14 who would suddenly become a child (if and when thats a thing) and someone whos already aged up to an old person getting pushed back under the old age range.
But this all assumes age works this way and can be individually modified.
Quote from: LittleGreenStone on November 08, 2016, 06:14:25 AM
1] pawns with higher medicine skill would suffer reduced penalty from seeing dead bodies and
Good point.
Quote from: JimmyAgnt007 on November 08, 2016, 09:32:52 AM
Tynan mentioned something about 'Reverse Aging' on his twitter and talked about how he'd need a 3rd age category to do it.
What if you could just alter the age categories themselves. As in, if someone starts developing age related conditions at 60 years old, move it to 63 years instead. So they remain the same age, but simply dont have to deal with being 'old' for a bit longer. If someone is 35 then its not really going to matter if they are suddenly 3 biological years younger.
The only issue I see is someone on the edge. Age 14 who would suddenly become a child (if and when thats a thing) and someone whos already aged up to an old person getting pushed back under the old age range.
But this all assumes age works this way and can be individually modified.
yeah if suddenly a adult becomes child then he takes another one for a few days he becomes a baby haha thus rendering him usless to comunity
Quote from: jmababa on November 09, 2016, 06:56:22 AM
Quote from: JimmyAgnt007 on November 08, 2016, 09:32:52 AM
Tynan mentioned something about 'Reverse Aging' on his twitter and talked about how he'd need a 3rd age category to do it.
What if you could just alter the age categories themselves. As in, if someone starts developing age related conditions at 60 years old, move it to 63 years instead. So they remain the same age, but simply dont have to deal with being 'old' for a bit longer. If someone is 35 then its not really going to matter if they are suddenly 3 biological years younger.
The only issue I see is someone on the edge. Age 14 who would suddenly become a child (if and when thats a thing) and someone whos already aged up to an old person getting pushed back under the old age range.
But this all assumes age works this way and can be individually modified.
yeah if suddenly a adult becomes child then he takes another one for a few days he becomes a baby haha thus rendering him usless to comunity
There could be a saturation limit, as in, only so much of the chemical can be absorbed at once. That being said, it would be very funny. Use it on a newborn? Or maybe it simply doesnt work on children for some techno babble reason.
Separate from my previous post.
Id like to see a portion of breakdowns not needing components to get working again. You dont need new parts every time something breaks.
Anyone know what file to edit to stop them entirely? Its not an event you can disable normally.
The "former profession" names are Prominent and annoying. Remove them, or allow the user to edit them.
One of the largest and most prominent pieces of text on the colonist and work screens is the "former profession" names like Refugee or Cook. Because of the randomness of the game and the unique needs of each playthrough, 95% of the time, this former profession name has nothing to do with the actual role/profession that the player wants the colonist to perform and simply causes confusion and frustration. Nobody wants to see "Yolanda, Cook", when you already have two cooks and neither of them are Yolanda, who is actually an artist. Nobody wants to see Joseph, Soldier when Joseph has a shooting skill of 0 and will not perform violence.
Suggestion: Allow the user to edit the profession names just like they can edit the nicknames, or move them to a less prominent part of the character and work screens. Maybe create a "History" or "backstory" at the bottom of the the colonist where his former profession is mentioned, but not on the colonist cards/tabs that appear every time you click the colonist and not on the work screen.
More furniture, like couches, coffee tables, bookshelves, which improve the impressiveness and beauty of the room via a means other than covering it in tons of sculptures.
Engraving murals on walls, improves room beauty and impressiveness.
Generally more means to improve the 'impressiveness' of rooms than just covering it in sculptures.
Only played 26 hours of rimworld but I feel that a few features could be handy (excuse me if they're already in the game).
1. Prioritizing Button
i.e. you want to haul a thing, but instead of selecting a specific person to it, you just mark the item to be 'Hauled' and "Prioritizing", so every person with hauling as a skill will now prioritizing to haul it (does this make sense?). Same goes for construction, mining i.e. - I often mix up who has which skill and who won't do what. A twist to it could be, so it only would be prioritized if any of the workers with the skill are awake (so it wouldn't dispute their sleep)
2. Circuit Viewer
Pretty much the same as in Prison Architect, where you have the ability to just view circuits and then mass cancel/build. Surely I can't be the only one missing this feature?
3. Coffee / Tea
Everyone knows that coffee helps them work. Should build up as a slowly addiction and once they are hooked on it, they get very cranky during withdraws. Tea: claming + no addiction.
4. If building a wall and one of the walls are in a corner, the workers will always begin with that to avoid having a empty space there (am I the only one who gets annoyed by that??)
Quote from: Moxi on November 10, 2016, 05:47:41 AM
1. Prioritizing Button
i.e. you want to haul a thing, but instead of selecting a specific person to it, you just mark the item to be 'Hauled' and "Prioritizing", so every person with hauling as a skill will now prioritizing to haul it
This is already in the game somewhat. Look in the "Orders" tab. You can't prioritize everything, like construction for example, but most things you can.
Your fourth point can be fixed with a bit of micromanaging.
Add soundtrack to steam to buy... Seriously there is a swanky soundtrack
Remove "target laying down" effects of rodents (rodents laying down is the same size)
Add in moving target aim modifier. I find it funny running behind sand bags makes you easier to hit than STANDING behind.
Add hit boxes for genitals, damage effects / disables loving.
A dev tool to remove health issues
Quick and easy way to locate the exact center of the map.
Enable and disable all mods in one click. Space bar and arrow keys to selct mods you want to enable or disable instead of having to click on every one you want to enable or disable.
A way to search for mod with a search dialogue box. Or alphabetize but still keep load priority.
Some way to fix friendly fire incidents. I hate having my colonists run inadvertently run across the field of fire and get hit with friendly fire (humans or turrets).
A barricade pawns can shoot over that they or the enemy can't pass through.
Having turrets auto target angry animals.
Change pathing of pawns so they don't get trapped inside rock structures that I'm sealing up (i.e I build a thick wall and the pawn gets stuck in between the wall. I have to deconstruct the wall to get him out).
Fix temperature of places that should be the temperature of the room. (i.e. I seal a room and put an air conditioner or heater in there. The temperature doesn't go up or down).
Vary locations of insect spawning in caves. Don't just make them spawn in spots where there are rooms. Have them spawn inside rocks and they dig out for a surprise. :)
Quote from: mumblemumble on November 10, 2016, 07:50:02 AM
Add soundtrack to steam to buy... Seriously there is a swanky soundtrack
Remove "target laying down" effects of rodents (rodents laying down is the same size)
Add in moving target aim modifier. I find it funny running behind sand bags makes you easier to hit than STANDING behind.
Add hit boxes for genitals, damage effects / disables loving.
I really hope Tynan sees this.
In the UI, separate meat between animal (containing all animal meat), human and insect. Less "look for waldo" for us.
In the UI, better separate apparel and armor.
Be able to switch between policies (cloth and drugs) like we can switch between areas, with a simple click.
Be able to modify areas by right clicking (or something similar) on them on the UI. (restrict tab and animals tab)
TYNAAAAAN
Please add sheep. Thank you. :3
On Furniture, show the "beauty" on the item tab at the lower left of the screen near the comfort so you don't have to click the "i" or switch to the beauty view in order to see it.
Quote from: MerlosTheMad on November 11, 2016, 04:33:20 AM
TYNAAAAAN
Please add sheep. Thank you. :3
Now that you say... Sheeps are cool... And goats. Maybe make cheese with milk? Tho idk which mechanic give to it: replacement for meals, similar to chocolate, etc.
About animals, I would like to see other dogs like shiba inu (there is a mod for it), saint bernard... The problem is that it might over complicate the game with too many subraces. Maybe make them be able to cross breed?
In fact, cross breed as a feature? Dogs with other dogs. Foxes with foxes, wolves with wolves. Maybe pigs with boars, not sure if this would work irl tho.
Ofc the cross breed would yield an offspring of the race of their parents, not a mix, tho i dont have an idea of how it would be better, if random or some factor.
A way to use your middle scroll wheel to scroll up and down looking at your mods. Clicking with your left mouse button and then dragging down the slider is kind of a pain in the butt.
Number pad planter-type high heels is one option for
many people to set humidifier conditions with discretion
while making growing appear upscale for other people.
I know this has been suggested to a certain extent, but I feel that animals should automatically be renamed based on their stage of life. Particularly it's a problem with chickens because the first chickens and roosters you buy are called "chicken 1" or "rooster 1" but all subsequent chickens and roosters that are born are called chick 1, chick 2, etc regardless of their gender or stage of life. You end up with a coop full of chickens and roosters that are named chick and it makes it somewhat frustrating to search through the animals list to find the ones you're looking for. Also it just doesn't make sense so changing it seems like a decent idea.
To be clear I don't think players should be allowed to rename them on their own because that's the job of a colonist who has bonded with an animal, I'm simply suggesting that puppies and chicks and other baby animals have appropriate name entries to keep things somewhat sensible and accurate.
You guys realize no one is reading this, right? About ten pages ago I added a note for any dev who happens to be reading this thread to reply just so we know we're not chucking our time down a bottomless hole. No response. If this thread ever had a function, no one now is going to wade through 250+ pages of unsorted suggestions.
Increase the light effect of lights, not lit. For example, with one standing lamp in each corner of a 14x10 room you can illuminate it with 60% lit in all squares... But if you add 2 more lamps to the remaining corners the room will be more illuminated even though the lit is exactly the same.
My point is that in this case with 2 lamps the light should be the same as with 4 lamps, as they provide the same lit.
I even made thee art for you
https://ludeon.com/forums/index.php?topic=27408.0
Add/combine/replace the mod "floored" to the game. Comparison:
http://images.akamai.steamusercontent.com/ugc/231200463704672303/25B176CD14B198442844045A5BC63937C94F0F88/
http://images.akamai.steamusercontent.com/ugc/231200463704673361/97B4A411F4B499A8B09815C923ED8931CBE778C5/
The default textures look too cartoonish and cheap while this mod improves it. However I think that the stone ones might coexist, having both. I also think that the default stone floor, while interesting design, looks pretty cheap.
In the mod floored the tiles of silver/gold tho dont convince me very much.
These floors also look very nice, all of them (except the chaquered for me):
http://images.akamai.steamusercontent.com/ugc/264970000705918814/D43C9A42B5054CC6A783D4FB35F955FEE7208D44/
Also some other floors that you might think that are missing. Im not talking about just mod inclusion (the first one would replace default) but about all missing floors and the need to improve existing ones. Also fences (wood look cool but are useless against fire tho), maybe concrete walls.
The mods mentioned:
http://steamcommunity.com/sharedfiles/filedetails/?id=725623521&searchtext=floors
http://steamcommunity.com/sharedfiles/filedetails/?id=786592366&searchtext=floors
Search light: a light pointing somewhere.
My two ideas are these ones, a circular or an elliptic one. In the bright area the lit would be 60%.
https://s25.postimg.org/f5ot95x4v/20161025190341_1.jpg
Just in case my english isnt good enough, Im talking about these kind of lights:
https://blog.nextdoor.com/wp-content/uploads/2016/06/iStock_11612683_MEDIUM-810x539.jpg
cheese could be made at the fermenting table like beer, looking around the internet i found that you can make cheese in barrels so you wouldn't even have to use different barrels to make the cheese than you do to make beer.
gun loopholes for your walls, acts like sandbags for cover but not passable.
formations, i can set all my people up carefully two men thick behind a sandbag barricade, but it would save a lot of time if i could just tell them to arrange that way on their own. as is if you don't micro manage them they just cluster up and shoot each other.
carpet colors chosen like material choices, with more colors, all the colors that clothes can come in would be nice.
ability to assign prisoners to specific prisoner beds, cause then i can have my guards move them around.
more kinds of alcohol, you've got potatoes for vodka, rice for Saki. might need some kind of still to finish but you could do most of the fermenting in barrels i think. and you could make wine with the berries.
A way to check beauty of any item you are about to put down and a way to check it quickly at a glance. Also a way to check the quality at a glance.
A way to check power draw from an item at a glance. A way to check total output. I could be missing a way to do it. If I am please let me know. :)
add ability to force colonists to melee other colonists, because reasons...current you can force shots, not melee
Ability to stop pawns from automatically grabbing shields when they are using ranged weapons. I always get at least one guy who grabs a shield with a gun. Then I have him drop the shield. Then if there's another shield available (or I unforbid it), he'll go back and grab the shield again, clutching his gun.
When showing roofs overlay, display the thick mountain roof as a darker green.
Had the idea of a new joy activity (https://ludeon.com/forums/index.php?topic=10623.0): People distract their lovers off their work to nuzzle them for joy and a positive mood effect.
PS:
Quote from: asquirrel on November 15, 2016, 02:50:20 PM
[...]
A way to check power draw from an item at a glance. A way to check total output. I could be missing a way to do it. If I am please let me know. :)
Do you mean to click any power related building and looking at the current output, net output/draw and stored energy?
Quote from: asquirrel on November 15, 2016, 10:34:08 PM
Ability to stop pawns from automatically grabbing shields when they are using ranged weapons. [...]
Make a clothing set for your ranged guys and forbid shields.
Edit: Just had the idea to utilise the hp & quality bar in the apparel crafting bill. It makes no difference if leather has full hp or just 1%, and no quality. Why not make it apply to the crafted item? So that it counts stocked items towards the "craft untill you have" only when they fulfill the criteria (e.g. >50% hp and quality > normal).
Same could work for the material selection, to only count Dusters that are made of the allowed materials (so i can sell that Devilstrand Duster the pirate just dropped without my crafter stopping to make one out of Alpaca wool)
Make animals a bit less incredibly stupid by:
- When its cold and they are allowed in a warm area, stay in the warm area. OMG seriously...
- If there is combat nearby, animals should flee, unless told otherwise like releasing. Maybe not aggressive animals like bears/wolves/doges,b ut definitely chicken, pigs, cows, etc.
Add a link on the steam discussions to this forum
New type of sub biome: destroyed city/settlement
Its one of the already existing biomes but it contains a lot of destroyed buildings, with chunks of roofs and chunks of roads that connect them. Maybe chunks of walls too simulating a "wall defense".
I understand that this kind of scenario would be very easy, but it would also be interesting. The number of these cities/settlements would be around 5-6 per map and they can be anywhere (desert, temperate, tundra, etc).
This could also include mined bases with half destroyed rooms/corridos and chunks of roof fallen.
I think Tynan's ahead of you. Have you seen the A16 preview pics? Houses, Skulls, Tipis scattered across the planet. Lots of them. And a settle button. Guess we just have to wait it out!
Hello, first of all, its all just ideas and finds of newcomer to the game. You are doing great job and I really enjoy the game.
Water - people are not drinking anything except beer, as it is more important for life, makes more sense to fix it up
Wine - would be great to have it in game, its not much different from beer production
Material conductivity - while having possibility to build different kind of walls, it would make sense to have some of the materials keeping more heat or cold then others.
Toilets? Showers? Hygiene?
Prisoners - interrogation regarding enemy camp position? forced labor? ancient secrets? breaking the will of the prisoners and make them regular slaves? rape for joy boost? special nutrition programs for selected prisoners? would be awesome!
Fence - for animal handling
2nd Floor/Cave layer? - would be interesting to think about idea to have 2 extra layers of map
Childrens - says it all
Enemy camps raids
Mass grave
Balancing - some animals are acting very unlikely and doing damage which doesn't make sense, for example a turtle took down my machine tower .)) Also tamed animal is often going to pick up all the bullets between the fight, which is annoying, if the pet is trained, it should be possible to send him to safe place
Training - possibility of education between colonist (rare trait)
+really annoying verification system in the forum
As I am not yet in the current state endgame, I will post again, if something will come to my mind :-)
Cheers.
an option in the modlist menu to move the selected mod to the top/bottom (or like 10 places up/down if thats easier to do).
if your using a lot of mods and need some specific load order for some, its a pain to move them around. and with steam mods its not really an option to do this via xml editing, since it just shows the numbers in the mod config.
PLEASE Add another dog type "Beagle"
I love beagles they're my favorite dog. My beagle is my kid haha. they're hounds good for sniffing and hunting! better than Yorkie terriers for sure!
A way to allow or disallow something in your stockpile by sub category. For example, I type in leather in the search box. All the leather in the game comes up. If I click on forbid all it forbids every single item in the game, not just the leather. Make forbid and allow category specific based on my search.
Vaccinations, expensive due to the distance between Rimworlds and more advanced worlds, which offer long-term disease resistance. In game mechanic terms perhaps 2 seasons worth? They can be scheduled like drugs.
Also I learned about the effects of smallpox today and I think it would make a cool addition because it's a horrifying disease.
Could vaccinations be modded in? Yeah...
I don't know if this has been said before but
Decrease the chance of internal fights happening! It drives me to...
Seriously, a person can't be that abrasive as to insult someone at least twice a day. The worst thing about it is that sometimes they even punch each other to death!
RIP my precious settlers
Edit: I installed the expanded prosthetics mod. Now that guy has a silent jaw. ;D
- A way to prioritize work stations before other ones. So we can do things like prepare fine meals before we make the rest of our meat into pemmican.
- Be able to select what materials of items you want in a certain stockpile, or in a crafting station (so you can sell clothes made from devilstrand, hyperweave, and synthread instead of breaking it down)
- A work station that lets you repair armor and weapons for a cheaper cost than making new ones.
- Let us have more control over what our colonists prioritize. A 1-9 instead of the current 1-4 on the job priority list would be extremely helpful. Maybe even be able to open an advanced tab where you can change EVERYTHING they prioritize.
- A new event where an ally gives you an alert 3 days in advance that they spotted a "Large Army" approaching your settlement. If you don't have allies, this could be a devastating surprise :)
A an additional UI toggle: Highlight Ready to Harvest : turns on/off a transparent overlay (like the visibility of zones zones toggle) that highlights wild plants/trees that are "Ready to Harvest".
This could save new colonies a lot of time clicking on raspberry bushes and trees to see if they're ready yet, and maybe give established colonies a visual indicator of whether harvesting is falling behind?
Quote from: gchristopher on November 20, 2016, 04:57:16 PM
A an additional UI toggle: Highlight Ready to Harvest : turns on/off a transparent overlay (like the visibility of zones zones toggle) that highlights wild plants/trees that are "Ready to Harvest".
This could save new colonies a lot of time clicking on raspberry bushes and trees to see if they're ready yet, and maybe give established colonies a visual indicator of whether harvesting is falling behind?
I figured out this little trick to automatically harvest ready wild plants. If you set a growing zone in the wild but set it to "No sowing" then the colonists will go harvest the wild plants when the wild plants are ready.
I just saw this mod and its a very great idea to implement, animal hoods:
http://steamcommunity.com/sharedfiles/filedetails/?id=802218392
Quote from: asquirrel on November 15, 2016, 10:34:08 PM
Ability to stop pawns from automatically grabbing shields when they are using ranged weapons. I always get at least one guy who grabs a shield with a gun. Then I have him drop the shield. Then if there's another shield available (or I unforbid it), he'll go back and grab the shield again, clutching his gun.
I understand what you say. You can create a different outfit for melee/ranged guys but its a mess since you want outfits for workers/combat/cold/hot and you cant just make a list of this and then duplicate it for ranged and for melee guys. TOO MUCH MICRO.
The idea is that ranged pawns shouldnt pick shields even if their outfit allows them. They can only grab shields either when you force them or when they are carrying a melee weapon.
Ofc if they were carrying a ranged and you tell them to pick up a melee one, they should go grab a shield. And if they switch from melee to ranged, they should go drop the shield.
"Died of" information on graves/sarcophagi
When removing gear, first arrive to the spot, then remove the gear.
Currently it first removes the gear, then runs to the spot. This makes the pawns very susceptible to leave the gear in the floor, specially when you draft them while they are carrying a tuque that they just removed from their head.
Force the pawns to postpone eating all possible until they are in joy time. They only should eat in work time if they are urgently hungry.
This will favor them to "return to base" to refill their joy and hunger, instead of eating randomly, wasting time and eating without a table.
Tech - Organization: Increase stack size by 50%.
Tech - Shelving Units: Increase stack size by 50%.
It should be possible to keep more than ten Lean Cuisines in a 9 square foot space.
Zone area: Bedroom
People will not walk into the room to eat at a table or look at art in a person's room. Interrupting sleep counters the whole purpose of making a nice room for a pawn in the first place.
A couple of suggestions to the mod load screen to make easier to organize a lot of mods:
- Ability to select several mods and enable/disable them (the typical shift+click and control+click)
- Indicate the mod priority (I think that further up is highest priority? include an arrow like in the work tab)
It would be nice to have some kind of method to be able to manage many mods together. I have a lot and they are all vanilla friendly, so I imagine that people with even more mods may have it more messy. Maybe include categories? One useful thing would be to save the mod order in the steam cloud, as well as save files/configs from mods (ex: blueprints).
The bedroom zone makes perfect sense to me (not as zone, but as automatic forbidance). I had lots of flower pots in bedrooms in my first colony, and with no knowledge about zones, my animals kept eating the flowers and my growers kept replanting them. I constantly had the disturbed sleep debuff on most of my colonists. Animals behavior doesn't need a fix in that regard, stupid people deserve to be punished, but it would be nice if cleaners would go in bedrooms only when it's empty.
Sent from my HTC
How about a biomass vat. Throw in some dead (or living) humanoids and cook a blank colonist
When disabling developement mode, also restore the game to normal mode.
Currently if you disabled, for example, god mode, if you turn dev mode off, god mode will be kept turned on.
Improve the area managing UI. You should be able to edit the zones from the animal/restrict tab.
Move the stats of the tile on mouse hover (bottom left) somewhere else so that it doesnt blocked by the UI.
When one of your colonist is kidnapped and you get the notification of his death, have the possibility to buy his corpse to have him properly buried.
And btw, i support the suggestion of writing cause/day of death on the tomb.
Be able to force a pawn to go to sleep without having to mess the restrictions. Right click on his bed > go to sleep. It can only be activated if the rest need is lees than 30% (the first line in the rest stat).
Prisoner meal designation.
Ex.
Have my prisoners designated to only eat pemmican, other than having my colonists feed them my precious simple meals.
You could make a 1x1 stockpile in your cells. Pemmican has the advantage to almost never rot.
have a "use ranged in melee combat" tic for colonists, so shotgunners and heavy smg users can fight proper.
Quote from: Alenerel on November 27, 2016, 01:08:25 PM
Be able to force a pawn to go to sleep without having to mess the restrictions. Right click on his bed > go to sleep. It can only be activated if the rest need is lees than 30% (the first line in the rest stat).
This....having people sleep deprived with no quick fix like forcing eating is a pain.
Quote from: Wanderer_joins on November 27, 2016, 07:18:48 AMWhen one of your colonist is kidnapped and you get the notification of his death, have the possibility to buy his corpse to have him properly buried.
Sounds like a good idea to me. I second the notion.
- Reduce the chance of raiders of insta dying. Maybe to 50%, not sure, but certainly reduce it from 67%.
- Make all body parts of the body less likely to be destroyed, it seems that they are made of paper... The torso (and internal organs) should be able to get hit more often while small parts like nose, ears, eyes, etc should have less chance to get hit.
(prob already suggested but I post it to show that more people want it)
- Another problem is that they are very easy to get destroyed yet its very difficult to find a replacement. Let us be able to craft basic prosthetics (arms and legs) and basic bionics (arms and legs), and these last ones should work at 95% efficiency.
- I think that protecting your pawns should be a bit easier with armor. Here are two approaches:
a) Remove the component cost from armor vest, military helmet and kevlar helmet.
b) Reduce the component cost from armor vest and kevlar helmet to 1. Remove the component cost from military helmet and add another vest that costs to no components and protects less than the armor vest.
The ability for one colonist to slap another colonist when they are sad.
The slapped colonist have a chance to get in raged and start hitting the person who slapped him. [Social Fight]
If succeed the colonist will have to buff the same as after he let his feelings out. [Slapped colonist]
Make replacement limbs like bionic arms able to spread their bonuses across multiple limb parts like hands, etc instead of just removing and hiding hands and fingers. Make it able to damage the hands of someone with a bionic arm, essentially.
Quote from: Alenerel on November 29, 2016, 08:05:49 AM
- Reduce the chance of raiders of insta dying. Maybe to 50%, not sure, but certainly reduce it from 67%.
- Make all body parts of the body less likely to be destroyed [...]
I had the same problem, untill I moved my focus from sniper rifles to charge rifles. Either way, shooting at somebody often results in severe death or damage to organs/body parts.
Sent from my HTC
Rework the shotgun to make it work similar to real life. It shots pellets and they spread with distance, each one being able to hit or miss. The mod combat realism works this way:
http://steamcommunity.com/sharedfiles/filedetails/?id=797691970&searchtext=pellet
Make it so animals can mutate in nuclear fall out and become mega versions of themselves. a Mega-hive of radioactive rats would be fun to take on. lol
Getting dirty. Colonists get dirty after working, thus increasing their filth rate. A dirty colonist is an unhappy colonist.
//Baths?
Quote from: Alenerel on November 29, 2016, 08:05:49 AM
- Reduce the chance of raiders of insta dying.
Absolutely, it should be less. IMO, the
only time a shot should instantly kill is if it hits either the brain or the heart, which shouldn't be that often. Other shots can become lethal, but usually only if they don't get prompt medical attention. Many organs can be replaced, after all.
Quote from: Alenerel on November 29, 2016, 08:05:49 AM- Make all body parts of the body less likely to be destroyed...
Generally, I don't think that suggestions on rebalancing combat belong in the Your Cheapest Ideas topic because they're not cheap ideas. Stuff like that would likely require more than 4 hours to do it justice. Right in the OP (https://ludeon.com/forums/index.php?topic=174.0), Tynan asked that non-cheap (more than 4 hours) ideas should be posted separately. (Which is why I started my own thread on the topic here (https://ludeon.com/forums/index.php?topic=27666.0).)
That said, Combat Realism (https://ludeon.com/forums/index.php?topic=27374.0) does make limbs much less likely to be destroyed, among other things. And that's why I nominated it (https://ludeon.com/forums/index.php?topic=13182.msg280247#msg280247) in the Nominate a mod to be included in RimWorld (https://ludeon.com/forums/index.php?topic=13182.0) topic.
Quote from: Alenerel on November 29, 2016, 08:05:49 AM...Let us be able to craft basic prosthetics (arms and legs) and basic bionics (arms and legs), and these last ones should work at 95% efficiency.
The game already has prosthetic limbs we can purchase from traders. I guess what you're asking for is a way to craft such? There are several mods which does this, including Expanded Prosthetics and Organ Engineering (http://steamcommunity.com/sharedfiles/filedetails/?id=725956940), Bionic Replacements Crafting (http://steamcommunity.com/sharedfiles/filedetails/?id=736582213), and A Dog Said (http://steamcommunity.com/sharedfiles/filedetails/?id=746425621) (for animals).
However, I do agree that the base game should include a way to craft these after certain research.
Quote from: Alenerel on November 29, 2016, 08:05:49 AM...
a) Remove the component cost from armor vest, military helmet and kevlar helmet.
b) Reduce the component cost from armor vest and kevlar helmet to 1. Remove the component cost from military helmet and add another vest that costs to no components and protects less than the armor vest.
Agreed! I don't understand why armored vests or military helmets would require components, unless they come equipped with night vision or some such. As I understand it, a "Component" represent a literal mechanical and/or electronic component. Why would vests or helmets require such? It sounds
weird.
Quote from: QuantumNelly on November 29, 2016, 10:52:12 PM
Getting dirty. Colonists get dirty after working, thus increasing their filth rate. A dirty colonist is an unhappy colonist.
//Baths?
I was thinking along a similar line. My idea was to have a "Hottub", "Jacuzzi", or "Spa" building that our colonists can craft as a Joy item. It would require electricity and, preferably, a supply of water. There are several mods which includes ways to gather (and use) water, including cuproPanda's corePanda (https://ludeon.com/forums/index.php?topic=13400.0). I was thinking that a Hottub would generate a need to restock it with water, similar to how a Stove needs to be stocked with wood. For all the extra resources, I think it should give a better mood boost than most methods.
Auto assign button in beds so that it auto assigns every bed to the pawns. It should prioritize putting together the couples and prioritize then the best beds available.
I really dont like to be "playing" with assigning pawns to beds, specially when a couple is made or you replace some beds and everyone goes ape shit and you have to spend time looking who is the couple of who...
If someone has a mental break from being too cold, instead of stripping off their gear they should try to put extra clothing on that will slow their movements. Also, if no extra gear is nearby or another pawn is closer, they try to fight them for their clothing.
In the work tab:
- Be able to sort people by name, by skill, etc (if there is any other thing, check work tab mod)
- Indicate who is too smart in a similar way as showing passions. Maybe indicate too who is neurotic and hard worker.
We should be able to order a pawn to clear an entire room.
Quote from: Eros on December 01, 2016, 09:20:26 AM
We should be able to order a pawn to clear an entire room.
What do you mean by "clear"?
Quote from: Eros on December 01, 2016, 09:20:26 AM
We should be able to order a pawn to clear an entire room.
Achtung mod does that:
https://ludeon.com/forums/index.php?topic=22130.0s
And also has a EXTREMELY useful tool that allows to position your pawns in a line. It has other tools like "priorize grow area" where a pawn will try to plant all plants in that area, instead of planting 1 and then going away. I wish that the same applied to construction... And that these things were in vanilla.
A more clear and concise research tree with more detail as to what leads to where and what it provides.
There's no way to figure out what you need to get to a specific item/thing/feature in the research tree.
- Use styles like bold/italics/etc to clearly identify provided features.
- Identify which further research items this enables
ie.
Under Carpet making:
Provides:
Floorings:
Red carpet
Green carpet
... etc..
Leads to:
...
Further ideas:
- Ability to upgrade tiles from wood to !wood without deconstructing them
- Flooring changes recover the previous materials as if you used "remove floor"
- Means of finding X/Y on a map (ie.. where you can find Granite to "acquire")
- Being able to prioritise areas of work
- Being able to pause construction on things so that other things can be worked on
- Notifications of insufficient resources to complete something
- Having things like the Stonecutters bench be smart and construct the stones you're short off with an automatic priority to the other bricks
- Better system of communication with traders by being able to request specific items to see if they have them the next time they come around.
- Ability to create prosthetics and disabled aids (peg leg, crutches, wheelchair)
Quote from: dariusbiggs on December 01, 2016, 05:54:37 PM
A more clear and concise research tree with more detail as to what leads to where and what it provides.
A very good suggestion to make and I'm glad that you brought it up. Though, somehow, I strongly doubt that Tynan could fix this in 4 hours or less. So I think this should have it's own thread or be posted elsewhere.
On the other hand... Perhaps code from the RimSearch (https://ludeon.com/forums/index.php?topic=12064.0) tool could be borrowed to do just that? I'd think that would be a much faster fix.
Quote from: dariusbiggs on December 01, 2016, 05:54:37 PMThere's no way to figure out what you need to get to a specific item/thing/feature in the research tree.
That's because the Research tab is not a tree at all. A tree has
branches. A Research tree would allow us to see what connects to what and how that connects to other things, which would be very useful (and awesome) for finding the path of research we want to immediately persue.
Increase the maximum number of things that you can select at once. Specifically when you want to forbid some blueprints like tiles or walls and the game wont select them all.
additional traits
- Claustrophobia -- -15 Mood from being under a roof, +10 from sleeping outside
- Agoraphobia -- -10 Mood from being outside, never get cabin fever, -20% clearance level needed
- Vegetarian -- -10 Mood from eating meat, +10 from eating only vegetables
- Beef Eater -- -15 Mood if food doesn't include meat
Lowering the grow skill cost of heal roots... ..seriously, its a borderline essential, but it takes a pretty high skill to make...this is very unbalanced, IMO.
Quote from: Sian on December 02, 2016, 01:07:23 PM
additional traits
- Claustrophobia -- -15 Mood from being under a roof, +10 from sleeping outside
- Agoraphobia -- -10 Mood from being outside, never get cabin fever, -20% clearance level needed
- Vegetarian -- -10 Mood from eating meat, +10 from eating only vegetables
- Beef Eater -- -15 Mood if food doesn't include meat
These would be cool but I think the mood offsets should be lower.
I honestly DONT want a bunch more negative traits which make people worse objectively. We need more unique traits which really change colonists up.
A joy activity called Housekeeping. Colonists doing this clean their rooms, fix damaged things in it, replant hydroponics and flowerpots in it, and fill equipment racks with guns or clothes, etc. Of course, if they couldn't do one of these things they wouldn't do it.
While housekeeping itself isn't fun, it's nice to see your living space cleaned up and in order.
Quote from: MeowRailroad on December 02, 2016, 06:11:49 PMA joy activity called Housekeeping. Colonists doing this clean their rooms, fix damaged things in it, replant hydroponics and flowerpots in it, and fill equipment racks with guns or clothes, etc. Of course, if they couldn't do one of these things they wouldn't do it.
I second the idea. The game needs more joy activities and positive mood buffs, anyway.
Though, maybe this should be a trait? If a particular colonist got a mood buff from cleaning, that would give us a good reason to put that pawn on cleaning duty almost exclusively.
Quote from: MeowRailroad on December 02, 2016, 06:11:49 PMWhile housekeeping itself isn't fun, it's nice to see your living space cleaned up and in order.
Believe it or not, there are some people who actually
enjoy cleaning. (I'm not one of them, but that's what I've been told. :P)
I shouldn't know this wanderer who joins my colony is a pyromaniac until they go around starting fires. It would be fun if you don't immediately have this detailed readout of a person you know nothing about. Would be fun if you discovered this new worker you love turns out to be a canable and wants you for breakfast.
Quote from: MeowRailroad on December 02, 2016, 04:07:30 PM
Quote from: Sian on December 02, 2016, 01:07:23 PM
additional traits
- Claustrophobia -- -15 Mood from being under a roof, +10 from sleeping outside
- Agoraphobia -- -10 Mood from being outside, never get cabin fever, -20% clearance level needed
- Vegetarian -- -10 Mood from eating meat, +10 from eating only vegetables
- Beef Eater -- -15 Mood if food doesn't include meat
These would be cool but I think the mood offsets should be lower.
Of cause they should be balanced properly, and I'm not quite deep enough into the game to be qualified to do so
Allow priorizing work to FORCE the colonist to do it, even if they aren't assigned to the job, or someone else is doing it
Quote from: mumblemumble on December 03, 2016, 05:12:41 PMAllow priorizing work to FORCE the colonist to do it, even if they aren't assigned to the job, or someone else is doing it
You mean like how the Look At Me, I'm the Worker Now (https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335) mod does that? (Maybe someone should Nominate the mod to be included in Rimworld (https://ludeon.com/forums/index.php?topic=13182.0)? Just a thought...)
I'm new to the forums and I'm not sure if how simple it would be to design this, but I often find that by mid-game, when I start making multiple tables of the same kind, that it can be cumbersome to transfer bills from one to another or more. Some way to copy the bills from a table and paste them into another of the same kind would be very handy, I think.
allow a colonist to be forced to melee another in draft mode. Currently you can force shots, but not melee.
Quote from: mumblemumble on December 03, 2016, 06:53:48 PM
allow a colonist to be forced to melee another in draft mode. Currently you can force shots, but not melee.
Actually, you can force melee but only if you're equiped with a melee item.
Prioritize work trumping other conditions.
-Is not a builder (but could be)
-Already reserved by Steve
Instead of going to Steve, drafting him, turning on work, enabling construction, then prioritizing building that workbench, allow the "prioritize work" function to temporarily allow the non-builder to build, and send Steve off on another errand.
Quote from: Thundercraft on December 03, 2016, 06:03:11 PM
You mean like how the Look At Me, I'm the Worker Now (https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335) mod does that? (Maybe someone should Nominate the mod to be included in Rimworld (https://ludeon.com/forums/index.php?topic=13182.0)? Just a thought...)
Yes, I think that a mod like that should either be included in the game or its features be implemented in game.
Make Pig/Wild Boar and Labrador/Husky able to crossbreed (50/50 chance of what the youth breed is if parents is of different breeds), to make getting additional animal help for hauling less difficult.
I've been playing Rim World for about a month now and something I'd like to have is Forbidden Zones. I always have this problem of my animals eating my food that I am growing and the only way I've found to fix it is by creating an animal area for them. This works well enough but then they eat everything in that area and start starving. I'd like to have them roam across the whole map except for that small area. I can do it by making an animal area that is the entire map except my farming area but would be easier with forbidden zones. I'm not sure if that's something that's simple to code or not. Love the game :) Super excited for the up coming teasers
You can simply invert to zones.
Create a new zone, Mark your food store as allowed area and hit invert. Makes everything allowed except your freezer. =)
Sent from my HTC
Still, there are limitations to that set up. The more separate areas you want your colonist to have or not have access to, the more complex it is to set up. Ideally it would be good to have multiple allow and forbid zones. It would add a level of complexity that I think a lot of users wouldn't use or need so it would be better as an option. Example: you select a area you do now or select "Advanced Areas" which will allow you to select multiple allow and forbid zones.
That's the way I would see it working anyway.
Quote from: Rock5 on December 05, 2016, 10:02:10 AM
Still, there are limitations to that set up. The more separate areas you want your colonist to have or not have access to, the more complex it is to set up. Ideally it would be good to have multiple allow and forbid zones. It would add a level of complexity that I think a lot of users wouldn't use or need so it would be better as an option. Example: you select a area you do now or select "Advanced Areas" which will allow you to select multiple allow and forbid zones.
That's the way I would see it working anyway.
It really would be more complex, but I would more than appreciate that.
You actually mean allowing and forbiding multiple zones simultaneously (on the same pawn), is that right?
If yes, sorry for misunderstanding, that idea is indeed interesting.
Salted meats or Beef Jerky or any kind of preserves that you don't need to eat 1000 of. I'm in the desert and I can't keep my crap cold.
Pemican is sort of like Beef Jerky in that it lasts a long time. Unfortunately it is a meat and veg recipe so you would have to balance your meat source with your veg production.
There is no reason why you shouldn't be able to keep your food cold. Just use double walls around your freezer, only one entry and preferable an intermediate room between your freezer and the rest of your warmer base.
Quote from: toric on December 04, 2015, 11:19:38 PM
solar flares do not effect electronics under mountain roofs.
This. I do believe there is already a trigger reacting to "Under thick roof" zones (Infestations?)
On a side note, why can't we no longer plant Devilstrand in hydroponics?
While it is immune to blight, we can't no longer grow Devilstrand in arid or mountain biomes, due to the lack of >70% fertility ground (Devilstrand die before maturity in this case). Hydroponic was the only viable way to grow it : /
Could the tech tree make a bit more sense please? ... you can research Charged Shot (and Multibarrel weapons), before you research Machining
Quote from: Konscience on December 07, 2016, 07:17:23 AM
Quote from: toric on December 04, 2015, 11:19:38 PM
solar flares do not effect electronics under mountain roofs.
This. I do believe there is already a trigger reacting to "Under thick roof" zones (Infestations?)
On a side note, why can't we no longer plant Devilstrand in hydroponics?
While it is immune to blight, we can't no longer grow Devilstrand in arid or mountain biomes, due to the lack of >70% fertility ground (Devilstrand die before maturity in this case). Hydroponic was the only viable way to grow it : /
Almost everything you said was a double negative or backwards. lol I think I follow you though.
allow animals (or colonists?) to eat downed pawns alive, without needing to kill.
this would make hungry animals slightly less dangerous, but more horrific, ripping and eating them as they live, but possibly leaving them half eaten, but alive.
Plus, what would be more horrific than scavangers biting off chunks of dead raiders?... like hungry rats gnawing out an incapacitated raiders eyes.
It would ALSO make meat last longer for predators, as meat isn't destroyed doing the killing blows.
Sun roofing would be nice tbh I hate using sun lamps in cold areas it's really expensive to run a colony in cold areas because your unable to use anything but sun lamps to grow crops.
Quote from: Imness on December 09, 2016, 05:58:54 AM
Sun roofing would be nice tbh I hate using sun lamps in cold areas it's really expensive to run a colony in cold areas because your unable to use anything but sun lamps to grow crops.
A sun roof for an indoor garden? The only way that should work is if you live in a climate zone near the equator, where the sun stays more-or-less overhead for much of the day. But then, if your colony
was located in a warm climate, there should be no need for "sun roofing" to grow crops indoors.
In colder climates - outside of Summer - sunlight reaches you
at an angle. And because sunlight is at an angle, a flat roof to let sunlight in would be
much less effective.
Also, the days (i.e., periods of sunlight) become shorter and shorter the further you are from the equator. (See Winter solstice (https://en.wikipedia.org/wiki/Winter_solstice) and Polar night (https://en.wikipedia.org/wiki/Polar_night).)
A greenhouse works in most climates because it's not
just the roof that is transparent, but
also the walls. Suggesting greenhouses as a cheap idea is okay. But I would have them
require glass (or transparent) walls
and a glass (or transparent) roof. You shouldn't be able to have one without the other and still work.
Just a way to control pets directly, perhaps a medical item you install to their brain, or a result of training. As long as they are within a certain radius of their master they can be controlled in a similar fashion to drafted colonists.
Advanced benches! They do the same thing, but much faster at the expense of more power, and cost to make. Also, maybe a multi purpose bench that can do the job of multiple benches to preserve space, or more ergonomic crafting.
Mountain maps that arnt all off to the side, with big gaps in them. Meaning, a solid mountain in the middle of the map with land all around it. Or a crater where its like the mountain in the middle except for a small patch of rich soil in the middle.
Also the ability to pick a spot that doesnt have ponds or water on the map to get in the way of crap.
Flames in the work tab are difficult to see when have a number and skill colors. I would like a way where you can easily see them. Maybe change their color.
I see where your going there not just to have a sun roof but to have glass walls to make thing viable that'd be interesting to have but probably not the cheapest idea either....
Quote from: Thundercraft on December 09, 2016, 09:14:50 AM
Quote from: Imness on December 09, 2016, 05:58:54 AM
Sun roofing would be nice tbh I hate using sun lamps in cold areas it's really expensive to run a colony in cold areas because your unable to use anything but sun lamps to grow crops.
A sun roof for an indoor garden? The only way that should work is if you live in a climate zone near the equator, where the sun stays more-or-less overhead for much of the day. But then, if your colony was located in a warm climate, there should be no need for "sun roofing" to grow crops indoors.
In colder climates - outside of Summer - sunlight reaches you at an angle. And because sunlight is at an angle, a flat roof to let sunlight in would be much less effective.
Also, the days (i.e., periods of sunlight) become shorter and shorter the further you are from the equator. (See Winter solstice (https://en.wikipedia.org/wiki/Winter_solstice) and Polar night (https://en.wikipedia.org/wiki/Polar_night).)
A greenhouse works in most climates because it's not just the roof that is transparent, but also the walls. Suggesting greenhouses as a cheap idea is okay. But I would have them require glass (or transparent) walls and a glass (or transparent) roof. You shouldn't be able to have one without the other and still work.
make it that you can see what Technology you arre researching with mousehover tooltip over Research-tab.
remove the Research finished Pop up and make the Research tab glow in a Color when a Technology is finished.
hover with cursor over manual priority and press a number to set it to this number.
i somehow can't believe this is not in the game. is it in there and i just missed something? right now it changes the speed
Quote from: Berownie on December 10, 2016, 02:38:30 AM
hover with cursor over manual priority and press a number to set it to this number.
i somehow can't believe this is not in the game. is it in there and i just missed something? right now it changes the speed
I also thought of that and its a good idea, would make much less painful assigning priorities. The only problem would be that you could miss the box and change the speed instead.
About the keys 1-3 changing the speed, they are good as they are.
Quote from: Alenerel on December 10, 2016, 03:15:12 AM
[...]
About the keys 1-3 changing the speed, they are good as they are.
absolutely. i didn't want to appear as denying that. i appreciate that we share the same view on this.
there are many ways to implement it and hopefully Tynan finds a way to not accidentally change the speed if he adds this to the game.
another cheap idea would be to combine creating order with deleting same order that you just press rightclick to delete a zone.
at first when writing this i thought i'd unstood the reasoning behind this but the more i think about it the less reason i see. it just struck me as very counter intuitiv that you can't completely manipulate a single order with one unified tool for it.
The hotkey system follows non intuitiv system as i see no repetiv muster behind it.
How about allowing us to see history of events/notifications.
Sometimes I would see a pack of animals or something, jump to location to see where they are, and go back to building. Then look around for where they were again cuz I lost them on a big map
Quote from: Postman_666 on December 10, 2016, 10:38:48 AM
How about allowing us to see history of events/notifications.
Sometimes I would see a pack of animals or something, jump to location to see where they are, and go back to building. Then look around for where they were again cuz I lost them on a big map
Yes, this would be appreciated.
I found it annoying that notifications disappear so fast that I sometimes miss the opportunity to click on them to see where they occur. And it would be nice to have a list to click on and check the location again.
Would a self esteem system be easy to implement? Nothing terribly fancy just a simple number that made colonists less likely to interact with other colonists? It needn't necessarily even effect mood really since I know plenty of people who have cripplingly low self esteem but seem to be perfectly functional and no more or less close to a mental break as a result.
Also, if I'm alright to get just a little gross here... Would a fetish/kink system be out of place? Nothing lewd, mind you, I'm not suggesting we try to give this game an NC17 rating, but maybe colonist might have specific preferences for... For instance: amputees, midgets, elderly or obscenely young, hair color, clothing, etc...
No need to be detailed obviously, just thought it might add a little depth to the romance/social system if the odd fetishist wouldn't leave a recently blinded colonist alone since their unfortunate accident.
Quote from: Konscience on December 07, 2016, 07:17:23 AM
...On a side note, why can't we no longer plant Devilstrand in hydroponics?
While it is immune to blight, we can't no longer grow Devilstrand in arid or mountain biomes, due to the lack of >70% fertility ground (Devilstrand die before maturity in this case). Hydroponic was the only viable way to grow it : /
That's true. And I have to wonder why it was changed. It takes forever to grow, anyway. The reason Hydroponics won't work is because devilstrand's <sowTags> only has <li>Ground</li>. It's missing the <li>Hydroponic</li> part that other plants have.
Perhaps you'd be interested in the JTMoreHydroponicOptions (https://ludeon.com/forums/index.php?topic=26210) mod? (Here (http://steamcommunity.com/sharedfiles/filedetails/?id=777763223) for Steam version.) All it does is make corn, haygrass and devilstrand growable via Hydroponics. And since it does not come with a preview image, here:
(http://i64.tinypic.com/1569zev.png)
BTW: Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) mod makes plants growable with hydroponics by default, so that fix isn't needed.
The problem is that if you make corn/devilstrand be able to grow in hydro, rice and cloth will have no purpose in the game. Currently rice is the best for hydro, corn for 100% and above soil and potatoes for 60% soil. Cloth is "better" than devilstrand simply because devilstrand takes too much time to get, but if you remove that time cloth is useless.
Quote from: Alenerel on December 10, 2016, 11:57:27 PM
Cloth is "better" than devilstrand simply because devilstrand takes too much time to get, but if you remove that time cloth is useless.
We were talking about re-enabling devilstrand to grow in hydro again,
not making devilstrand faster to grow. Or would hydroponics automatically make it grow much faster?
As for soil fertility, I think there should be vanilla ways of enriching that. And I'm clearly not the only one to feel that way, considering how popular mods are that do this, like Tilled Soil and Vegetable Garden.
Most of the mods are made for the coolness, not for the balance. Of course that enabling devilstrand on hydro would make it grow faster... Idk if you know but hydroponics has 230% fertility factor. Also being forced to grow devilstrand outside makes it more susceptible to be destroyed making it more difficult to get, which I see fitting since devilstrand is the 3rd best textile in the game, being hyperweave the first and thrumbofur the second, and these three being far from the rest.
I dont think that not being able to grow devilstrand in hydro is not an accident, it was intentionally done.
I'd like to see non-amputation surgery bills be automatically suspended until all surgical cuts have healed fully to prevent a state where you have to babysit someone you're upgrading with bionics piece by piece instead of just queueing everything up in case one fails. They keep trying more surgery even when the patient is bleeding out...
I would like that sun lamps had a wider range but that at same time hydroponics were non passable objects.
Quote from: Alenerel on December 11, 2016, 07:10:03 AM
Most of the mods are made for the coolness, not for the balance. Of course that enabling devilstrand on hydro would make it grow faster... Idk if you know but hydroponics has 230% fertility factor...
[...]
I dont think that not being able to grow devilstrand in hydro is not an accident, it was intentionally done.
I know it very well but no information was disclosed about this.
And my point (and I think Thundercraft understood it) wasn't much for the time Devilstrand take to grow, but for the ability to make it grow.
At first I though it wasn't possible in harsh biomes due to the low fertility of gravel, making the Devilstrand taking forever to grow.
But I tested it just to be sure...
You can't even sow Devilstrand on gravel...
So, you really can't grow Devilstrand on Icesheet/Desert biomes, as there is only (a few) gravel as cultivable soil...
I mean it's the main purpose of hydroponics, being able to sow no matter the land.[Edit] My bad I forgot to research Devilstrand first... I'll make the test later as I have deadlines comming soon for my degree ^^"
And Devilstrand can't grow insanely fast in hydroponic as it only have x0.4 factor in fertility factor.
The thing I would like to know from Tynan is, do he really wanted to prevent Devilstrand cultures in such biomes by removing the ability to grow in hydroponics?
Ability to remove floors under walls.
Separate construction/crafting boxes in work tab for items that have quality (beds, art, furniture), and items that do not (walls, doors, stone blocks)
I'd like to allow constructors of lower quality to assemble a bunker in a hurry, but reserve the crafting of furniture, which can affect the moods of your colonists, to only the best one I've got.
Instead of "construction", maybe "quality construction > construction"?
Quote from: Sola on December 11, 2016, 07:29:34 PM
Separate construction/crafting boxes in work tab for items that have quality (beds, art, furniture), and items that do not (walls, doors, stone blocks)
I'd like to allow constructors of lower quality to assemble a bunker in a hurry, but reserve the crafting of furniture, which can affect the moods of your colonists, to only the best one I've got.
Instead of "construction", maybe "quality construction > construction"?
YES PLEASE
Or let us set allowed skill levels similar to crafting bills.
Sent from my HTC
Actually, seeing as all the quality construction seems to be furniture the obvious solution would be to have a new job called "Carpentry". Just like you have tailoring and smithing using crafting skill, carpentry would use construction skill.
Well you can make furniture out of any material, not only wood...
"IKEA engineer" maybe?
Make the history tab include all red, and yellow level events.
Quote from: Sola on December 11, 2016, 07:29:34 PM
Separate construction/crafting boxes in work tab for items that have quality (beds, art, furniture), and items that do not (walls, doors, stone blocks)
I'd like to allow constructors of lower quality to assemble a bunker in a hurry, but reserve the crafting of furniture, which can affect the moods of your colonists, to only the best one I've got.
Instead of "construction", maybe "quality construction > construction"?
This mod might be of your interest. It lets only the builder with most skill to build items that have quality, the rest of items like walls can be built by anyone. You can also choose the quality desired of the item, and the builder will construct and deconstruct it until it is that quality or superior:
http://steamcommunity.com/sharedfiles/filedetails/?id=754637870&searchtext=quality+builder
I think it would be nice to have a bit more flooring types but majorly I'd like to see maybe polished stone flooring, and as well it would be nice to have a electric stone cutting table would be really nice.
Quote from: Imness on December 12, 2016, 09:22:19 AM
I think it would be nice to have a bit more flooring types but majorly I'd like to see maybe polished stone flooring, and as well it would be nice to have a electric stone cutting table would be really nice.
IMO, the problem with adding more floor types is the potential for balance issues.
In the vanilla game:
Concrete .... -1 beauty
Wood floor ....... 0 beauty
Paved tile ....... 0 beauty
Metal tile ....... 2 beauty
Stone tile ....... 2 beauty
Carpet (any color) .. 2 beauty
Smooth stone ..... 3 beauty
Silver tile ..... 3 beauty
Gold tile ..... 3 beauty
What level of beauty should be added for new types of floor? If they only provide 2 beauty, then wouldn't the only real reason to use them would be for aesthetics? There are already cheap-ish floor types that provide 2. And if new types of floor provide 3 beauty, then that would unbalance Silver and Gold tiles and Smoothed stone. Why build those if there's a new floor type that's cheaper?
There are several mods which add new floor types, including Floored, More Furniture, Vegetable Garden, Extra Floors (cuproPanda), Cupro's Alloys, Random Additions (cuproPanda), Powerless! (cuproPanda), and Expanded Power. But, almost without exception, the beauty they add is 2. So, I ask myself: Why bother to use them?
About the only mod flooring I find myself using are the "Tiled" floor types from Extra Floors. They have 2 beauty, but are quote, "easy to clean." So, I use them for kitchens, freezers, and places where the floor must be kept clean - at least until later in a game when I can afford to build copper and silver floors.
Well...
that and sometimes cobblestone flooring (Extra Floors). It's like Smoothed stone in that it does not require materials, but it has 0 beauty and is relatively quick to build.
There's also Floor Equality, which adds parquet (beauty 3) and increases the beauty of stone tiles and carpet from 2 to 3 and increases wood floors from 0 to 2. But I decided that would harm game balance by making Smoothed stone and Silver and Gold floors pointless.
Aromatic disorienting zones and electric
whirlshock storms are expected. However,
I'm not willing to accept responsibility for
doctors becoming too sick to doctor and
heading into whirlshock storms.
Quote from: Thundercraft on December 12, 2016, 11:51:11 AM
There's also Floor Equality, which adds parquet (beauty 3) and increases the beauty of stone tiles and carpet from 2 to 3 and increases wood floors from 0 to 2. But I decided that would harm game balance by making Smoothed stone and Silver and Gold floors pointless.
You are thinking too much, its much more simple. For adding floors is so simple as adding variations of the existing. For example, wood floor but with different look and stone floors but with different looks. There could be also expensive variations. For example a wood floor that has beauty 3 but that costs 10 wood instead of 3 and more work. Exactly the same as paved/concrete/metal floor. We need more options to choose and also current stone floors are ugly as hell. I like the ones in floored but dont always fit.
About the stats, I think that it should be rebalanced like this:
- No floor -1: no floor should be always punished
- Wood floor 1: cheap and fast to make.
- Concrete 0: very cheap floor and quick to make. HOWEVER it takes precious steel to make, so I would consider also making it 1. Also with wood being 1 it makes no sense... So maybe 1 too.
- Paved tile 1: same as above.
- Metal tile 2: Keep the same value.
- Stone tile 2: Keep the same value but needs A LOT to have the work reduced.
- Carpet 2: Keep the same value but would increase the work.
- Smooth stone 2: Reduce from 3 to 2 cause costs no resources at all and makes no sense.
- Sterile tile 1-2: it costs a ton, so I would give it some beauty in addition to being sterile.
- Silver tile 4: Are we crazy? Silver 3? It costs 85 DAMN resources to build it!!! I would reduce it to 50 and increase the beauty to 4.
- Gold tile 6: ARE WE DAMN CRAZY!? IT COSTS 85 DAMN GOLD TO BUILD ONE FREAKING TILE THAT IS 3 BEAUTY!!!!! I would put its beauty to something like 6, not 5, maybe more than 6 but Im not sure about the cost. DEFINITELY less than 85.
Chickens do not need to lay forbidden eggs.
I have 16 chickens, all restricted to animal area 1, but they're laying unfertilized eggs that I can't automatically move to my freezer, unless I randomly see one laying on the ground and unforbid it? It's a little inconvenient.
Quote from: Alenerel on December 12, 2016, 04:09:34 PM
- No floor -1: no floor should be always punished
No floors
should be punished. But I'm fine with the -2 penalty as is.
Quote from: Alenerel on December 12, 2016, 04:09:34 PM
- Concrete 0: very cheap floor and quick to make. HOWEVER it takes precious steel to make, so I would consider also making it 1. Also with wood being 1 it makes no sense... So maybe 1 too.
Concrete is
supposed to be ugly as it's all about being practical (and it gives 100% to move speed).
Anyway, a mere 1 unit of steel is cheap. Next to Smoothed stone, it's the cheapest type of floor (
material-wise, but not work-wise).
Instead of steel, though, it should be made of something else. I wish that vanilla allowed us to create actual concrete as a material, like certain mods that I could name. (On a similar note, I think it's silly that Sandbags require steel. It should require
sand that we must dig up from sand tiles, like we can do with cuproPanda's CorePanda.)
Quote from: Alenerel on December 12, 2016, 04:09:34 PM- Stone tile 2: Keep the same value but needs A LOT to have the work reduced.
As things stand, I often struggle to have enough stone bricks on hand to build stone tiles, so I often hesitate to bother using it. I think it's fine the way it is. There's no reason to reduce the work required, either.
Quote from: Alenerel on December 12, 2016, 04:09:34 PM- Carpet 2: Keep the same value but would increase the work.
Why increase the work? All that will do is discourage players from laying carpet. It's enough that we have to grow and harvest the cotton and make all that cloth.
Quote from: Alenerel on December 12, 2016, 04:09:34 PM- Smooth stone 2: Reduce from 3 to 2 cause costs no resources at all and makes no sense.
Please, no. It does make sense. Smoothed stone takes a
very long time to complete.
That is why it doesn't require any resources. Maybe it does need a little re-balancing. But if the beauty is reduced to 2 and nothing else is changed, nobody would Smooth stone anymore.
Quote from: Alenerel on December 12, 2016, 04:09:34 PM
- Sterile tile 1-2: it costs a ton, so I would give it some beauty in addition to being sterile.
- Silver tile 4: Are we crazy? Silver 3? It costs 85 DAMN resources to build it!!! I would reduce it to 50 and increase the beauty to 4.
- Gold tile 6: ARE WE DAMN CRAZY!? IT COSTS 85 DAMN GOLD TO BUILD ONE FREAKING TILE THAT IS 3 BEAUTY!!!!! I would put its beauty to something like 6, not 5, maybe more than 6 but Im not sure about the cost. DEFINITELY less than 85.
Good points. And, for the most part, I agree. However, if we look at an entire room with perhaps a dozen or so tiles, an increase of a mere 1 or 2 points of beauty per tile can add up quickly. I'm just saying that the impact may become logarithmic instead of linear and be a bit unbalancing.
In addition to adjusting the beauty and/or resources of silver and gold tiles, perhaps the value and/or rarity of metals like silver and gold needs to be reconsidered? For instance, I think it's pretty strange that Silver is used as the base currency, yet it's only worth
half the price of Steel.
Please link the jungle insect chirping to Music Volume instead of Game Volume. It's frustrating that I can't mute it while listening to podcasts without turning off all sound effects in the game.
Languages
Different tribes speak different languages. When you don't know language of a tribe, even when they are peaceful they behave differntly. At high level of science you can invent automatic translator to help this issue.
* Some unique disease for animals
* A new system where the colonists feel like going to the bathroom and get dirty (with blood, dust, etc.)
* New deserts
* Some sorts of books that you can buy from traders and can train your colonists to level up faster in research, cook, repair etc.
* A chest where the colonists put their personal items
* Eyeglasses for the disabled eye (new diseases) and sunglasses for style :P
And Sorry for the bad english (if theres any wrong word)
A cheap idea?
What about adding another event? Like a raider or enemy that is tasked with
-killing/kidnapping a specific colonist
-rescuing a prisoner
-stealing a particular item
rather than just having the goal of slaughtering the colony?
Different kinds of infestations but less intense than bugs. For instance, rat infestations that don't attack players but do set up nests near food stockpiles or corpse dumping areas.
Tribal beasts to go along on raids. Tribal raids turn into a massive human wave, it would make sense for Tribals to bring a few bears/wolves/cougars along instead of 5 guys with clubs.
+1 tribal beasts, Could even add it as a separate tribal event like the Raiders who use advanced or clever tactics.
Instead of a just having bench for art, have a set of tools as well. The idea being that they still use that spot for making sculptures but they can also take the tools and improve other objects. Carving art into tables, floors, walls, and other stuff.
Turning cave walls into smoothed walls that they can engrave would be nice.
Also they could use materials to improve things even more, such as adding gold, jade, and silver to artworks to increase their beauty and value.
A small QoL suggestion. Be able to expand/collapse the categories in the categorized view (top left of the screen) by also clicking on the icons/numbers, instead just on the arrow since its a bit difficult to hit it.
Prisoners get an even stronger mood debuff from prisoners being sold.
Think about it, "They sold that one guy, what if they sell me next?"
Make an indicator that displays WHILE you are being raided, similar to the conditions like volcano winter, toxic fallout, etc. I have been a lot of times where I thought that I raid ended when it wasnt.
A simple, cheap quality of life improvement - when you're viewing the detailed information tab for your colonists (stats, character, health, records), make the pawn icons at the top of the screen clickable to quickly swap between character info screens and compare stats.
Slightly less cheap, but still relatively simple - make a separate window that you can open that has similar rows for all the stats and a column for each colonist so you can quickly and easily compare stats to determine who is your fastest researcher, best miner, etc.
Wooden man/ boxing bag-
Joy item that teaches melee skill.
Boxing ring-
Two colonists can fight for joy, others can watch for joy.
TV channels- increase skills via joy cooking channel gardening etc
Joy item card games like poker or mtg-
Build games table set to chess or poker
Poker can be played with visitors to gain silver or lose it.
Race track, a zone for people to do basic sports. It's free but gives the same joy as a wonder whilst keeping people entertained.
Another simple quality of life improvement - Make it possible to set colony wide drug/clothing policies so that all new colonists joining don't have to be manually changed, the default is that they join with the selected colony wide policy and manual adjustments can still be made as desired beyond that.
I was thinking today, wouldn't it be nice to have epitaphs for dead people you bury. Like..
~Here lies this dumb ass that tried to attack our colony like all the others and failed.. 2712 AR.
I don't know.. Something upon burying as an option perhaps..? I don't know
Quote from: Rayneteir on December 17, 2016, 09:41:35 AMMake it possible to set colony wide drug/clothing policies so that all new colonists joining don't have to be manually changed, the default is that they join with the selected colony wide policy and manual adjustments can still be made as desired beyond that.
+1 I like quality of life improvements. And this one sounds relatively simple.
Quote from: ItsNotDenon on December 17, 2016, 09:39:35 AM
Wooden man/ boxing bag-
Joy item that teaches melee skill.
Boxing ring-
Two colonists can fight for joy, others can watch for joy.
TV channels- increase skills via joy cooking channel gardening etc
Joy item card games like poker or mtg-
Build games table set to chess or poker
Poker can be played with visitors to gain silver or lose it.
I fully agree that there should be more Joy items or options to increase joy (at least, after certain research). And I like some of these ideas.
The thing about chess is that it is possible to play by yourself (albiet, not as fun). But poker and most card games should be played with another. Perhaps some joy items should only be usable by at least two participants? Maybe a poker table that would require at least two adjacent chairs?
I like the idea of a wooden dummy to increase melee. Though, I don't think it should be a joy item. It's enough that it trains a skill.
The boxing ring... maybe?
Plains biome. Spawns in large flat stretches between some hills and mountains. Less trees, more fertile soil.
When disabling the option so show areas colors, force show them when creating a growing zone or storage zone. I would always have them disabled if I could see them like this.
Show them too when selecting a growing/storage zone.
Quote from: Thundercraft on December 17, 2016, 03:24:25 PM
Quote from: Rayneteir on December 17, 2016, 09:41:35 AMMake it possible to set colony wide drug/clothing policies so that all new colonists joining don't have to be manually changed, the default is that they join with the selected colony wide policy and manual adjustments can still be made as desired beyond that.
+1 I like quality of life improvements. And this one sounds relatively simple.
I agree. An obvious improvement.
How hard would it be to make it so I can neuter/spay an animal?
Quote from: dv on December 18, 2016, 03:59:46 PM
How hard would it be to make it so I can neuter/spay an animal?
That's a good idea and seems to fit the cheap idea criteria, but it was suggested back in April and again in September with no apparent response. TBH I doubt anybody is reading this thread. :(
Quote from: dv on December 18, 2016, 03:59:46 PM
How hard would it be to make it so I can neuter/spay an animal?
Yes, it is a good idea. Tamed animal populations can quickly grow out of control.
Quote from: OFWG on December 18, 2016, 05:17:43 PM
...TBH I doubt anybody is reading this thread. :(
Clearly, quite a lot of people
do read this thread. The topic title mentions "(Read 233640 times)" and people still post here
almost every day. I think what you were trying to imply is that
Tynan doesn't read this thread. However, we should be fair: He's the one who
started this topic as a way to get feedback. And, right now, he has his plate full trying to get A16 bug-fixed and released in a timely manner. But I can understand how you'd get that impression. He doesn't post in this thread very often and not since June. Though, he does respond.
Quote from: Thundercraft on December 17, 2016, 03:24:25 PM
Quote from: Rayneteir on December 17, 2016, 09:41:35 AMMake it possible to set colony wide drug/clothing policies so that all new colonists joining don't have to be manually changed, the default is that they join with the selected colony wide policy and manual adjustments can still be made as desired beyond that.
+1 I like quality of life improvements. And this one sounds relatively simple.
Quote from: ItsNotDenon on December 17, 2016, 09:39:35 AM
Wooden man/ boxing bag-
Joy item that teaches melee skill.
Boxing ring-
Two colonists can fight for joy, others can watch for joy.
TV channels- increase skills via joy cooking channel gardening etc
Joy item card games like poker or mtg-
Build games table set to chess or poker
Poker can be played with visitors to gain silver or lose it.
I fully agree that there should be more Joy items or options to increase joy (at least, after certain research). And I like some of these ideas.
The thing about chess is that it is possible to play by yourself (albiet, not as fun). But poker and most card games should be played with another. Perhaps some joy items should only be usable by at least two participants? Maybe a poker table that would require at least two adjacent chairs?
I like the idea of a wooden dummy to increase melee. Though, I don't think it should be a joy item. It's enough that it trains a skill.
The boxing ring... maybe?
If its just a games table I think it would work. a lot of people I knew that played competitive practiced against themselves, though I guess poker wouldn't be the best.
When I was playing MTG I did the same, and It helped me judge the pacing of my decks etc which made me better overall, it was still fun to learn nerd skills.
I think it would be cool as well because you might be able to add a moodlet like ' I have a cool set of cards' and they can get stolen or damaged or traded, its like a little mini game that helps you make your colonists happy if you invest time in it.
Though that second part is a bit harder work for this particular thread
Make Chemfuel explosive. Obviously not AS explosive as mortar shells, but explosive nonetheless.
Also, either make a chemfuel generator, or allow the normal generator to accept chemfuel.
Quote from: Thundercraft on December 18, 2016, 06:07:26 PM
Clearly, quite a lot of people do read this thread. The topic title mentions "(Read 233640 times)" and people still post here almost every day. I think what you were trying to imply is that Tynan doesn't read this thread.
Well no **** genius, who would care if other players read it? Spare me your attempt at pedantry.
* Edit (OP): removed offensive language.
User was warned for this post. Rule #1, no personal attacks.
Additionally, Thundercraft wasn't being offensive. Please read the full post and PM me (milon) if there are any questions or concerns.
Please review the forum rules here:
https://ludeon.com/forums/index.php?topic=122.0
Tranq Arrows/Darts ,Slingshots ,Clubs e.t.c. something to knock out animals raiders instead of killed them.
Variety of animals maybe aliens , like xenomorphs.
New biomes maybe entire new planet like desert planet filled with sand , frozen planet filled with yetis and mammoths ,machine planet filled with mechanoids.
Some kind circuit breaker to prevent short circuit.
Mod contents should became official at least some of them like refrigator.
Some sort pre-Game event chooser how often will trade ships,raids,breakdowns,cargo drops will happen e.t.c. not Cheap maybe but good idea to me
Biofuel instead of wood, made from plant matter for burn longer periods of time.
Some new traits like Neat,Slob,FatherFigure,Silent...
Quote from: OFWG on December 18, 2016, 05:17:43 PM
I doubt anybody is reading this thread. :(
I posted a comment back around page 250 asking any dev who reads it to reply so we know this thread is actually being read. No one did, and I got my answer.
Quote from: ed155 on December 19, 2016, 07:47:10 AM
Tranq Arrows/Darts ,Slingshots ,Clubs e.t.c. something to knock out animals raiders instead of killed them.
Yes, please!
I second this one. Increased chance of incapacitate over "always shoot to kill". It doesn't need to be massive, but the option should be there for those that want to try increasing their risk in exchange for the reward of more prisoners.
Also, second weapon. Guns can go in a holster when people come into melee range.
Quote from: Tynan on October 09, 2013, 12:17:07 AM
So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.
With the new caravan system, whenever coming out of a caravan for an event, the addition of a hotkey to cycle between tamed animals (just like the hotkey to cycle between colonists) would be immensely helpful since there is no UI to find where a certain item is that is stored on an animal.
<3
In the factions tab, instead of just the color, display the icon. If its a tribal a hut, if its a pirate the skull and bones, etc.
Quote from: Alenerel on December 20, 2016, 02:09:21 PM
In the factions tab, instead of just the color, display the icon. If its a tribal a hut, if its a pirate the skull and bones, etc.
+1
This! Yes, please!
In Alpha 16, if you have multiple colonies, solar flares should effect all of them at once.
It would be nice if trade caravans could be rerouted mid-journey. I accidentally clicked a tile near where I wanted to go and ended up wasting a day of food.
On World Barber. Someone that can cut hair. I.e. change hair mid-game. Why not?
Quote from: dv on December 21, 2016, 12:49:29 AM
In Alpha 16, if you have multiple colonies, solar flares should effect all of them at once.
+1 makes sense it should also be the same for eclipses if they're close enough
Textile reusability: What happens when a colonist wears a 49% or below gear? he gets the tattered apparel thought. Solution: tailor some new clothes. From mid to late game however you end up with so many tattered clothes that you dont even worry anymore about selling them. You just burn em. I say you get to scrap them and gain a small amount of "textile" (not necessarily the original one and maybe even damaged), that summed up with other scrapped textile gives you the chance to retailor them in a new clothing piece.
Spirituality: Even though already in the game under the form of "praying" or "meditating", I imagine a future form of Rimworld in which religious colonists (religious being a new trait) gather around specific items (trees, animals, art pieces, clothing pieces or new "spiritual items" yet to introduce) and gain mood buffs (or debuffs) after interacting with them. I think of it as the marriage mechanic used in the current version: moderate mood boost in dealing once in a while with the sacred item, huge mood loss if somehow this item is lost/sold/stolen/destroyed. The religious colonist can designate a new sacred item to worship, or follow worshiping an already existing one. He gets a mood boost in recognizing others worshiping the item, a mood loss if other religious colonists abandon worshiping or die as religious affiliates.
Thoughts mediated by colony wealth: Wow: just shipwrecked on this abandoned and unknown rimworld, I have no idea of what i'm going to do to survive, i know nothing about these other two people crashed here with me, it's snowing, i'm freezing, there's a bear just behind that tree and i'm vomiting my interiors out. We really need to build ourselves a shelter. Here we go, this will do. NOPE. HATE IT: i'm not spending the night in a shared, cramped and dirty environment like this one. mh mh no sir. I'm going out on a daze guys see you when im collapsed on the ground starving to death while the colony is razed by a party of space pirates.
Colonists thoughts should be mediated by colony wealth and overall beauty: the more those elements rise, the more a colonist is legitimized to have more superficial and not-immediately-survival-related thoughts. Maybe introduce new negative thoughts for the beginning of the game, such as "miss my past life" or "miss my family", but ..repulsive bedroom, ugly environment, slept outside, in darkness.. You shoud be glad you're alive! Only once a colonist realizes that they are actually doing well (food, medicine, industry..) he should start complaining about his personal bedroom or the quality of his rec room. I believe it would just feel more real.
star trek phasers, to stun or kill raiders
rivers in the map, and bridges , and fishing, and a game mod in the middle of ocean fishing, surviving from dangerous marine creatures, descovering mysterious islands. im brzilian, my english is not good, for real even my portuguese is poor
Simple toggle to allow a primary colonist that represents we, the story driven character.
The obvious reason would be to differentiate between others we control but respond through moods etc. and ourselves that perhaps have a bonus against negatives to represent our true will. The reasons for this would be many, but a simple example could be shown in a scenario. I set up as the single survivor that represents myself. As members come, I can decide to enslave them, enlist them, or pick those I trust or distrust and treat them accordingly. I can roleplay this with the current game, but there is no difference in controls or responses now. For instance, I could choose to murder someone but the pawn I choose to represent me might very well go insane. Since I plotted the murder, this is unlikely. Certainly perhaps some negative emotions but I should have a buffer to represent my chosen pawn's acceptance of MY decisions when I roleplay in this way.
Thanks for a great game!
We need a food policy!!!
For example:
1) It would be great if we could force сolonists who are not assigned to fieldwork to find a goddamn table...
2) And for others to carry some snacks with them, just in case (like a drug policy)
3) And ofcourse what kind of meals colonist can eat (i want to keep my lavish meals for staggeringly ugly, depressive gay fella) ;D
AND!
Dissallow wearing Dead man's apparel [A16]
I was surpirsed you've added the "dead man's" feature but no policy for dissallowing it, i hope at least it would make to stable version :-\
Close game button on the mod menu.
Being able to selecting the color of stockpiles/dump zones and planting zones for visual organization.
Being able to see the original faction of a colonist after recruiting/finding him and the day in which he was converted
Cripple: A combat option that opens if the colonist has high enough skill in shooting or melee. Injuries will fall primarily on limbs to incapacitate enemies.
Subdue: Higher level melee option that directs the colonist to attempt to disarm and choke out an enemy.
Private rooms: Set and colonists will no longer enter any room with a private bed unless their own bed is in the room. Colonists will clean their own rooms upon waking.
Recluse: Colonist likes to be alone. Buff when alone. Penalty when in crowds. Will try to spend free time alone.
Social butterfly: Opposite of recluse.
Specific Health icons over character portraits: Blood drops to show bleeding, bandage to show treated and so on.
Right click portrait to direct a doctor to tend to a patient: Because its difficult to get the right person in a full/busy hospital.
[A16] Small wild animals do not freeze to death: At least not usually; They retreat to some sort of den to hibernate. They could just disappear for the season. (quick burrowing animation?)
Suvivors who are naked, wounded and alone ask to join colony by default rather than need to be captured: Because they would.
Now, when you force a pawn to clean, it cleans several tiles in the area. That's cool.
If you force a pawn to mine or construct, it only does the specific tile you clicked on, rather than any adjacent tiles designated for mining or construction.
Personally, I think the pawn should attempt to priority mine between 3-4 adjacent tiles of the same type if they're designated for mining. Construction should work similarly - 3-4 adjacent tiles of construction if they're the same blueprint type. (So, a section of wall, etc.)
IMHO.
make prisioners work for us as slaves
I've only put like 12-15 hours in A16 so far, but here are some thoughts:
Caravans
When creating a new caravan allow the player to temporarily store its setup, because everytime I close the window to check something little, I have then to choose my inventory ALL OVER again, and it's just tedious
It would also be nice if this temporary setup can then be used to measure the est. travel time on the world map - as in: if I were to exit the map with this caravan setup how long would it take for it to reach point B. because right now I have no idea how much food I need to take, or how much will the slowpoke guy, who's also my best soldier, slow the whole thing down if I chose to include him
Deep Drilling
That's something that's bugging me since A15. Deep mining is WAY overpowered. Plasteel used to be expensive because it was hard to come by, but since deep mining was included in vanilla I've been pumping it like common steel, and you don't even have to produce anything from it, just trading plasteel like a raw resource will bring you mad cash in no time.
I understand deep drilling was introduced as a way to resolve the late-game issue of running out of resources on the map, but with A16 that problem no longer exists, right.
Planet view
that gray area that's left when generating 30% or 50% of the planet is quite ugly, couldn't you make it at least look like an ocean?
I'll repost some ideas from the comment section of the A16 release, just in case:
+tiny colonies. like those temporary 100x100 maps for manhunter caravans
+axial tilt of our planets, so that we could live on a planet similar to uranus
Quote from: cat2002 on December 22, 2016, 02:35:56 AM
Close game button on the mod menu.
+1
And/Or a restart button.
Always seemed pointless reloading the mods after exiting the mod menu when you intend to restart anyway. It's just a waste of time.
I sometimes play with "Run in background" enabled. Mainly because when something is taking too long, such as loading a save, I like to switch over to something else while I wait while it continues in the background.
One thing I don't like ,though, is if I pause the game and minimize it to do something else, I can still hear the sounds from the game.
Could we have the sounds mute when the game is not the active window? Does that seem reasonable?
Im sorry if this has been covered previously, reading 269 pages to see if this topic was covered seemed a bit much.
I want a bloody car or truck. I can build a spaceship but not a cart, wagon, rickshaw or or Model T ford? A car or truck to travel quickly to other settlements and to haul my raid loot home. Im no modder but this is so badly needed that it seems like a good idea.
Claustrophobia
Pawn would not like small rooms and have debuff from it. Might be also some more powerful version when pawn would intentionally leave small rooms.
paths on which grass doesn't grow anymore made by your colonists after stepping for a long time on certain precise routes
Forbidden Zones
For "authorized personnel only" areas. Private bedrooms, private laboratories, only chefs in the kitchen, don't walk on the flowers. Paint the area and then flag who can't walk there.
Right now you can technically do this with one Allowed Zone for each colonist where you paint the whole map with forbidden areas strategically removed, but this is very "expensive" in terms of user input. Then if you add one flower patch you have to go edit every single zone. Let me just paint the men and women's locker rooms and forbid individuals from going in the wrong one.
Christmas Tree.
Personal journals for colonists, mainly for you to write in, about their past and present events. Help you develop the character further then just controlling them, and having them run around till they die now they have a backstory!
Insect meat should be disabled on meals by default, it makes colonists unhappy.
Perishables and things that decay if left unroofed should take hauling priority over things like chunks.
Make chemical interest people huff fumes from chemfuel when desperate for a high.
A "strip cables" button to click drag to deconstruct power conduits in walls.
I suggest to make a habit of, with every update, adding some pawn traits.
I've noticed that it's not necessarily the huge things like caravans that make hte game *feel* bigger and more robust, but simply the addition of more pawn traits which seems to do it. Which is a bit strange, never thought it'd be so influential.
Surrender! I haven't seen anyone surrender, under any circumstances. I've seen people cower, run away, stay and fight or mental break but never surrender. I want to be able to order a colonist to ask or tell an enemy to surrender and or humanoids who are out numbered just decide to surrender, with a success %chance which can vary with personality. Also a personality trait "susceptible to surrender" and "No retreat, No surrender."
If on a raid, you can order your colonists to put stuff in their inventory, practically making it possible for a colonists to carry both a sniper rifle and a knife at the same time. They can also carry food around. But when in a colony, you cannot do this.
Quote from: Hieronymous Alloy on December 25, 2016, 12:26:44 PM
A "strip cables" button to click drag to deconstruct power conduits in walls.
When someone is addicted to flake they should do that automatically. J/k
Spies to send to a faction base to do something for you, like steal weapons or food or kidnapping
I'd like a warning that an animal is starving before the "Animal miscarried due to starvation" alert pops up.
How about the ability to remove parts from fresh dead pawns? I always thought it was such a waste that if you have someone missing a body part, possibly incapacitated because of it, that your only options are to hope a trader has the part you need, or you have to lop it off another colonist / prisoner, when little timmy's body is sitting over there fresh with 100 / 100 durability. A lot of donors in real life are the freshly deceased who signed a donor card so they can save lives if they die.
Turn fertilized eggs into unfertilized eggs after they have been frozen or overheated. This will prevent traders from selling dead eggs and keep players from exploiting the higher sell price of fertilized eggs after intentionally ruining them.
@Mike: My boomrats miscarry all the time. It got better with food stockpiles everywhere, but still happens and I don't know why.
@Lord: With "freshly deceased" you mean braindead, right? Because organs from a dead person (and be it a few minutes) would likely kill the recipient. I personally think we should be able to harvest prosthetics from the dead though. It always bugs me when I lose a bionic limb because that raider scum dies. btw, are bionic limb living tissue or electromechanical? Why can't we harvest scyther arms? (not the blades)
@Thunder: I think it would be a start to actually pause the fertilising prozess when the egg is frozen. I read that you can freeze fert. eggs to prevent hatching. Well, I was surprised that didn't happen.
I am not sure if this idea is cheap enough, because maybe this has more to do with steam than with the game itself. I'll suggest anyway:
Cross-Platform Cloud Sync
I have to admit, this feature will not really be noticed by a lot of people. For me it would be very nice though.
I play on a Macbook but also have Windows running on it. Sometimes I play on OSX, sometimes on Windows. However, the Steam Cloud Sync saves the savegames separately. So I can not continue to play a game on Windows if I started it on OSX and vice versa. I would have to copy and paste the savegames manually every time.
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?
What about changing compacted steel to iron ore so you have to smelt it? This could open up a whole new step in developing items.
After all, you can't mine steel, it's smelted iron ore + carbon. If we wanted to go even deeper, we could make various alloys by introducing molybdenum, chrome, lead, etc.
Would be super cool if the pawns would eat the food that is closest to expiring, or at least to have that be an important criteria
I know that these have been suggested before, so I'd like to throw a +1 behind them.
Mostly military ideas
Barbed Wire.
Embrasures(or bunkers i guess), similar to alot of mods, with the exception that you cannot pass through them.
Trenches/ditches.
Trou De Loups
Abatis
Quote from: shaddowlight on December 27, 2016, 02:52:30 PM
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?
This! The debuff for wearing clothes from dead people is quite annoying. Some players just use the DeadMansClothing (http://steamcommunity.com/sharedfiles/filedetails/?id=817902482) mod to circumvent that, anyway (myself included).
Quote from: SilentP on December 27, 2016, 03:14:16 PM
What about changing compacted steel to iron ore so you have to smelt it? This could open up a whole new step in developing items.
After all, you can't mine steel, it's smelted iron ore + carbon. If we wanted to go even deeper, we could make various alloys by introducing molybdenum, chrome, lead, etc.
Personally, I think mining steel is
mostly okay. The way I look at it: Most rimworlds have been inhabited by humans for a long time. But the world's economy is **** and they're constantly fighting (pirates, etc). As a consequence, most of their surface iron has already been mined and smelted. (The story goes that this the year 5000 and something, right?) When we dig into the side of a mountain to find compacted machinery or steel, we're uncovering the remnants of an old settlement or civilization.
I suppose it would be
nice if we could mine iron to be smelted into steel. But I'd
much rather see other resources to mine, like copper, aluminum, titanium, lead, etc.
Another thing which would be super cool is if beds don't get automatically unassigned if you put people on a convoy. Annoying to have to re-assign them, especially for couples
Quote from: shaddowlight on December 27, 2016, 02:52:30 PM
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?
hilariously simple solution. i like it
1. Food owned is displayed in days, but travel time in seasons and years. It's unnecceserily confusing and incongruent: http://puu.sh/t0O4h/db7296790a.png
2. When caravan is forced to leave the 24H combat area, it should take me to the equip-caravan screen where I get to pick what to take with me. Instead it auto-packs me up, leaving food behind! If i was playing ironman, it'd be the stupidest way to lose the game EVER!
3. Travelling has too much downtime, you need a 4th, faster game speed for travelling when you abandoned your home and there's no home base process going on.
May wanna do some optimization first, or PCs will not handle that faster speed.
3. What's the point of these mental breaks? http://puu.sh/t0OCq/3aaaafa47d.jpg
Nothing I can do to stop them on caravan screen and nothing is affected by them. What's the point?
Thank you for making the game soooo much better :) Keep up the good work!
Quote from: Thyme on December 28, 2016, 03:56:18 AM
Quote from: shaddowlight on December 27, 2016, 02:52:30 PM
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?
hilariously simple solution. i like it
Same. Though if that were to happen, it makes me think that there would be a game mechanic implemented eventually wherein people are happier in clean clothes but super depressed in dirty ones.
At that point, it doesn't seem like it would be outside the realm of possibility that showers/baths would be introduced.
That could be neat, actually. Turn natural ponds into public bathing areas. Maybe those are easier to do, but not as effective as personal bathrooms.
On an unrelated note to dead man's clothing, is would be nice if we could actually talk to visitors. I don't know if this has already been suggested, though I suspect it has.
So far as I know, we can only trap visitors and let them die, later collecting the loot. Having the ability to communicate, like our colonists do among themselves, could allow newly arrived settlers to build up good relations before making caravan. You could even have visiting areas and have your high charisma colonist(s) greet them. Maybe offer lodging/food for an extra reputation bonus. And then, if it was especially enjoyable, they could sometimes gift you with items/weapons/etc. as a token of goodwill.
Also, a toggle in the clothing settings bit for "allow deadmans clothing".
If a cook needs 5 berries to make a fine meal. Why does he run all the way out to the berry farm, grab 5 of the berries on the ground, and run all the way back to cook a fine meal? Especially if he's going to run right back out to the farm and grab 5 more?
If the cook is out there anyways, why not grab 75 berries, put 'em in the larder, THEN use 5 berries to cook a fine meal?
EDIT: In retrospect, it probably makes just as much sense to set the bills "Ingredient gather radius" to something just large enough to include the freezer, so if there's nothing in it, they move to another non-cooking job.
You should be able to "milk" boomalopes for chemfuel. It would add an incentive to keep the, shall we say, incendiary, animals around.
Quote from: joyfulrogue on December 28, 2016, 05:29:55 AM
3. Travelling has too much downtime, you need a 4th, faster game speed for travelling when you abandoned your home and there's no home base process going on.
May wanna do some optimization first, or PCs will not handle that faster speed.
This is already in the game. When you're on the world map, "super fast" (the third speed) runs 25 times faster than when you're on a map. When I was playing the unstable builds (which run a bit slower than the official release builds), it dropped my fairly high end PC down to 5 FPS.
Quote from: Mattx0x on December 29, 2016, 06:17:27 PM
Legendary backstories. These colonists will be of a super-rare status, with the potential to make or break your colony due to them having a higher than average number of traits that stack and their own unique traits that while powerfully valuable
I've never been much a fan of using rarity as an excuse to have something overpowered.
See: Magic's Jace the Mind Sculptor, Diablo 3's Real Money Auction House, Fire Emblem's holy weapons, Shard of Freedom/focus in Elements. They were all supposed to be rare, but if you wanted to be competitive in any of these formats, you found the money to get four jaces to compete with every other competitive deck that had four jaces. Or you'd farm for days to get the shards you need to compete with everyone else that already did that.
Do you reroll 9001 times to get a legendary guy? What does that say about the other people that invested a ton of money to have their character in the game? I'm thinking if everyone is the same, boring, supporting cast member, everyone becomes valuable.
There could be a research project called "Personal Shield Harmonics/Oscillations/etc," so that your colonists can eventually during the mid-late game shoot out of personal shields.
Quote from: Sola on December 29, 2016, 06:44:02 PM
Quote from: Mattx0x on December 29, 2016, 06:17:27 PM
Legendary backstories. These colonists will be of a super-rare status, with the potential to make or break your colony due to them having a higher than average number of traits that stack and their own unique traits that while powerfully valuable
I've never been much a fan of using rarity as an excuse to have something overpowered.
See: Magic's Jace the Mind Sculptor, Diablo 3's Real Money Auction House, Fire Emblem's holy weapons, Shard of Freedom/focus in Elements. They were all supposed to be rare, but if you wanted to be competitive in any of these formats, you found the money to get four jaces to compete with every other competitive deck that had four jaces. Or you'd farm for days to get the shards you need to compete with everyone else that already did that.
Do you reroll 9001 times to get a legendary guy? What does that say about the other people that invested a ton of money to have their character in the game? I'm thinking if everyone is the same, boring, supporting cast member, everyone becomes valuable.
I agree. "Rare" OP stuff is lame, especially if it becomes P2W (although I don't think that'll be a problem in Rimworld.)
What might be interesting, though, are more traits that effect other Pawns. (We already have the ones that effect social interaction.) A "John Henry" trait that gives everybody +1 to mining, or a "Song of the Volga Boatmen" trait that halves the negative effect of "lazy" or enables hauling in pawns that wouldn't have the ability. Stuff like that.
You obviously wouldn't want those benefits to stack, though. That could get pretty wacky.
Super pawns might be good event rewards - eg. a distress call from a crashed ship or an ancient cryo pod. Not quite a cheap idea though.
How about just a few additional positive and negative thoughtdefs based on sight? for example, when people are "lovin" in my shared barracks, i feel like at least one person should receive a negative moodlet, or maybe a positive because who knows, maybe they're into that. And when my beautiful nudist pawns are strutting about the town i feel at the very least hetero pawns of the opposite gender and gay pawns of the same gender should get positive thoughtdefs, am i the only one who thinks like this? Yes? Ok, i'll just be over there.
i would like to be able to tell my animals to not use drugs for addictions
i got one of my muffalo addicted to yayo and alcohol and they just keep using them
but maybe it should only be for animals of advanced intelligence because i dont really think you could tell a muffalo "HEY dont take drugs" and expect him not to take drugs
Ate food in the rain.
Why there is no penalty for eating outside in the rain?
I understand that eating outside on sunny day is nice but in the rain?
If there is a raid you always need to take out exactly half of it to make them flee. Shouldnt the number be more random? Maybe raids should have some "determination" stat that defines when they would flee?
Quote from: BlazingAngel665 on December 29, 2016, 05:45:55 PM
You should be able to "milk" boomalopes for chemfuel. It would add an incentive to keep the, shall we say, incendiary, animals around.
This could work hand in hand with these ideas (and many others):
https://ludeon.com/forums/index.php?topic=28794.msg290044#msg290044
When controlling a single pawn, a menu comes up when you rightclick a thing. "Melee attack (thing), fire at (thing), arrest (thing), haul (thing)" etc.
When controlling a group of pawns, rightclicking automatically makes ranged guys fire, and melee guys melee. That is kind of counterproductive. Melee guys get shot in the back buy their own pawns without so much as a confirmation message. Maybe I just cleared an infestation and want all ten of my guys to bludgeon the hive instead of having to click each one individually?
Suggestion : Add a menu when rightclick with several pawns similar to the one that appears when rightclicking with a single pawn.
"Group Fire at..." would have shooters shoot, and melee guys not move.
"Group Melee attack..." would have all pawns melee a target, such as a downed thrumbo, running pirate, or psychic ship.
Maybe you could implement a bunker building or something with walls but you are able to have like an opening in it to shoot out of instead of sandbags only. A good defensive building.
Quote from: Cosmicpenquin on December 30, 2016, 08:18:15 PM
Maybe you could implement a bunker building or something with walls but you are able to have like an opening in it to shoot out of instead of sandbags only. A good defensive building.
search for "ED-Embrasures" mod ;)
Quote from: 14m1337 on December 30, 2016, 10:29:15 PMsearch for "ED-Embrasures" mod ;)
There's also Brunayla's Embrasures (http://steamcommunity.com/sharedfiles/filedetails/?id=736582456), Skullywag's Embrasures (http://steamcommunity.com/sharedfiles/filedetails/?id=728302042) (A14), Concrete Walls (http://steamcommunity.com/sharedfiles/filedetails/?id=795240891)'s embrasures, Combat Realism (http://steamcommunity.com/sharedfiles/filedetails/?id=797691970)'s embrasures, and Medieval Times (http://steamcommunity.com/sharedfiles/filedetails/?id=732569232)' embrasures. ;) Some of these, like ED-Embrasures (https://ludeon.com/forums/index.php?topic=18995), completely blocks movement/passage. And some of these, like the embrasures in Medieval Times (http://steamcommunity.com/sharedfiles/filedetails/?id=732569232), allow passage, making them like sandbags with higher movement penalty and better cover that also supports a roof.
More factions on the world.
In game bug report tool.
Make fertile eggs ruined by temperature unfertilized so they ca get hauled to the stockpile
I see a toggle for stockpiles allowing 'non-dead man's clothes' has been added, which is useful. How about a toggle for the opposite, allowing 'dead man's clothes'? Would make an easier way to separate clothes that give a mood debuff from clothes that don't.
Also, when using the storage sliders for % of health and shoddy-legendary, having an and/or switch would be useful. I try to keep a trade stock zone for things that are below 51% health, or are below normal quality, but I have to split those into separate zones because items need to satisfy both criteria instead of one or the other. Since the above toggle has been added, clothes that were previously worn by a corpse would also be sent to the trade stock.
I have already post these ideas in a other topic but without any answer from Ludeon members, I prefer repost them here with some improvements.
Is it possible to get the pregnant time of the animal specie in the animal information ?
(I'm sure the megasloth pregnant time is more than the rat one).
Less required but usefull would be the time from growing from baby to juvenile and from juvenile to adult.
I know it takes a lot of place but just write like this at least :
Pregnant/baby/juvenile time : ...days/...days /...days
Are there any priority provided in crafts between the different benchs ?
It would be very usefull.
Still about crafting, is it possible to enable an option to directly make some crafting items prohibited for settlers directly after being crafted.
I think overall about alpaca and thrumbo wool clothes that I create with a specific task and that I would like to only sell and never wear.
It would work too if you enable a choice of material in the outfit configuration.
Could you create an error message when a hunter wear a EMP grenade ?
And an other one when a telescope is under a roof (it's funny to see colonists look carefully the roof through a telescope but not really logic).
Could you create a tree forbidden area designation or a tool to cut all the tree of a zone, even the youngest ones ?
Could you let the player name animals himself ?
Does it bring too much complications to let wild animals breeding ?
Let the possibility to calm some mental breaks (with a very low success percentage) and a boost on the social skill of the colonist who succeed.
And a last idea about caravan.
It would be great if the animals and the human regroup in a place before loading and don't follow stupidly the caravan leader.
(my caravan leader bring back a coaf and all the already brought back coaf follow exactly the same path and therefore all the caravan must wait).
I hope it would be usefull for you. Have a nice day.
Sorry if I do some grammar errors, I do my best and sorry if I repeat some already proposed ideas.
Just a "ProTip" but you shouldn't ever expect an answer from Ludeon; If you get one, it's most likely a lottery pick rather than anything serious. Tynan doesn't reply to most suggestions, even when he takes them, that I've noticed.
You'll know if they liked a suggestion if you see it added to the game in a later update.
Ok, nice to know.
I just presume that the chance that my post will be seen is higher in this topic than lost in the middle of the hundreds a day other ones.
I understand that managing such a game must be terribly tired and take a lot of time.
I respect Tynan and his collaborators for that, and that's why I try to help as I can ^^.
Can you add a feature to re-order the colonists in the work menu? As my colony grows the colonist have specific jobs and I would like to move them so my growers are next to each other, cooks are next to each other, crafters are next to each other, etc. etc. This will help me better manage work priorities in larger colonies where it is starting to get a little outside what I can plan in my head.
Quote from: srtravis on January 01, 2017, 05:53:49 PM
Can you add a feature to re-order the colonists in the work menu? As my colony grows the colonist have specific jobs and I would like to move them so my growers are next to each other, cooks are next to each other, crafters are next to each other, etc. etc. This will help me better manage work priorities in larger colonies where it is starting to get a little outside what I can plan in my head.
did you ever have a look at fluffy's work tab mod (https://ludeon.com/forums/index.php?topic=16120.msg171779#msg171779) ?
I'd like a Fire Into Melee toggle for my colonists, similar to the current Allow Firing toggle. If it's off, colonists won't fire at an enemy adjacent to other colonists. I'm tired of my colonists shooting each other because their previous target left their LoS and the next "best" target is in a knifefight 3 tiles away.
Low Tech Armor. We have swords and Clubs but our Colonists have no protection except kevlar body armor?
Add some simple melee armor. very cheap to implement
Real nice idea, in wood perhaps, but slow the movement a lot.
Quote from: NeverPire on January 02, 2017, 11:33:08 AM
Real nice idea, in wood perhaps, but slow the movement a lot.
not necessarily. a big cape that flows through the air while it's attached to a pawn could lower the hit chance of arrows by 75%. this is at least what they did in japan some years ago.
Herding:
Allow a mid-high level handler to herd a group of tamed animals.
I imagine this works by either the pawn going up to a each animal and then the animals follow him, reverse for staying put. Or a separate herding zone you can set which the pawn will bring the animals to. Would also be nice synergy with fences.
I would love have a reason to tame a herd of boomalope, herd them over to a crashed mechanoid ship, and blow the thing up.
I would like to see some Tranquilizing methods. . . Like Stun Gun to prison breaks or Tranq darts to use on Animals to Capture them and sell without the Tamming method like when you sell prisoners
you could simply set a zone for those tamed Boomalopes
cheap and easy to (re)implement...
please revert combined room/beauty stats filters.
game used to have 2 separate filters for toggle in the lower right corner. one to show mouseover tooltip on room stats (very handy and worth having enabled permanently). the other to show ugly penalty values on all items in a radius of mouse cursor location (not something you'd want enabled permanently).
now these are combined. and it is absolutely obnoxious. i used to keep the room stats filter on all the time.. others i've spoke to agree. it is a horrible change. please revert it back..
Quote from: shhfiftyfive on January 03, 2017, 04:03:28 AM
cheap and easy to (re)implement...
please revert combined room/beauty stats filters.
game used to have 2 separate filters for toggle in the lower right corner. one to show mouseover tooltip on room stats (very handy and worth having enabled permanently). the other to show ugly penalty values on all items in a radius of mouse cursor location (not something you'd want enabled permanently).
now these are combined. and it is absolutely obnoxious. i used to keep the room stats filter on all the time.. others i've spoke to agree. it is a horrible change. please revert it back..
PLEASE. I second this so hard that I may break my keyboard. I almost never use the radius-numbers thing, but I usually keep room summary tooltips on.
A few suggestions on prisoners:
A rescue option for prisoners we have released would be convenient. It's kind of odd that the only option for retrieving them if they get downed is to drag them back into prison. It would be nice to avoid the hassle of recapturing/releasing them again, and I think there's still the issue of factions turning hostile when you recapture their people to keep them from bleeding to death.
Unless they are starving, they should be less likely to attempt a prison break when they are wounded. Currently I've noticed a tendency for newly captured and still barely ambulatory prisoners to attempt to break out because everyone's mood is affected by their injured status. How are they even getting around the door locks when they're all resting in bed suffering from severe pain anyway?
Automatic removal of military gear. It's always bugged me that your colonist allow prisoners to keep things like armor and personal shields. Who the hell would let a prisoner keep freaking power armor?
Maybe not as cheap an idea, but if they are from the same faction prisoners should be able to feed their bedridden friends nutrient paste or other provided meals.
As there is now feature for that right now, I just strip them and forbid the apparel I want them to keep, my haulers then remove the unneeded stuff from the cell. When I like them (recruiting) I even give them nice parkas/dusters.
1.
There is a production order type: Build until number.
This is neat but it has some undesired consequences when an item (such as food) is drawn regularly. The workers assigned tot he task will frequently run back and forth doing the job as the quantity drops below the desired amount.
I suggest having a bracket with a lower and upper limit. The task becomes active when the available quantity drops below the lower bound and the task is complete when it exceeds the upper bound. The result is that my cooks will stockpile hamburgers but won't go crazy every-time someone (including themselves) makes lunch.
2.
Apparently scyther limb removal prioritizes builders for the operation but uses the medical skill. either doctors should perform the medical operation or it should use the construction skill.
3.
Manual orders should ignore current work assignment. If someone can build then I should be able to force them to build without changing their construction order.
4.
If a task is reserved but not currently undertaken and a more qualified colonist queries for a job then they may steal the prioritized job from the current colonist IF AND ONLY IF it is within the home area (due to travel time issues).
ad 1.
there's a mod called Crafting Hysteresis (https://ludeon.com/forums/index.php?topic=26623.msg269329#msg269329) that does exactly that. I think it's already nominated to be included into the Core game.
ad 2.
I second this, it needs fixing. In the meantime, there's this mod, Silly builders, surgery is for doctors (https://ludeon.com/forums/index.php?topic=26623.0), that moves mechanoid surgery to the doctor work type.
Just a quick idea for combat / hunting situations: perhaps allow a pre-set group to be selected so you can rally your pawns quickly, irrespective of where they might be/what mischief they're up to.
I would like a way that we can set the meals that animals can eat, so they are not eating food you do not want them to eat (example would be a lavish meal), also it's on the same note, I would like to stop the colonists from hording food (the food they normally carry on them), so they can eat at a table whenever possible.
precise number of raiders, pieces of art and other stuff that right now is still displayed as "various"
diseases should be gradual in spreading, not sudden and inflicting all at once multiple colonists
Quote from: cina901 on January 04, 2017, 05:08:26 PM
diseases should be gradual in spreading, not sudden and inflicting all at once multiple colonists
I think things like the flu do infect one person then gradually spread if in contact. With this idea we can set up quarantine zones. until said person is better.
Exactly! Flu, plague, malaria should be the ones in my opinion :)
When using categorized resource display, the game should remember what categories you had collapsed/opened and save that information.
Thank's for give ideas of Rimword , thank you guys...
You definitely need to add ctrl + #, to save selected units/buildings to be quick selected for later, just like in classic strategy games.
So so so often i have longed for this while playing.
craftable neutroamine
Notification with multiple colonies: have the name of the colony where the event happens mentionned in the enveloppe.
Squads
Rather than have to pick out my defense team one by one, I would love to be able to drop them into squads that I could muster with a single click.
Not sure how easy this is, but it seems like it could be a mod.
Greenhouses. How can you have hydroponics and not hothouses/greenhouses?
Add a way to refine sandstone into glass. If you build a glass room/walls (maybe 1 unit of steel and 4 of glass per tile), once it's roofed it will be 20-30C warmer than the outside temperature during the day, and retain some (but not all) of that heat through the night. Unless you build it around a geothermal vent. :-)
Pawns working inside would be risking heatstroke. Still reliant on sunlight for plant growth.
It wouldn't turn sea ice into farmable land, and it wouldn't be craftable until you have a smelter (so the middle of the tech tree; not changing early game much) but it would extend the growing season in cooler regions, and make it easier to get secondary colonies started.
I'd love when in building mode you can add a "Replace" mode toggle. When you turn this mode on, you can place new items on top of existing items and the pawns would automatically disassemble the existing item then replace it with the new item without you manually having to select the existing item, ordering them to be disassembled, then putting the new item on top. This would be convenient in cases when you want to upgrade the wall (ie: from wood to steel) or replacing a badly made item (ie: shoddy bed)
Add remote C4 bombs for traps and TNT for mining
plus Laser designating missle
water bottle and bathroom !!!!!!!!!!!!!!
Duplicate Outfit Button.
When having an outfit template perfectly set up, but wanting only a couple of clothing choices different for other colonists, requires a complete re-ticking of all the desired & undesired clothing choices again.
Might not be 'cheap' but it might be possible with bits of recycled code.
Target spotters, sensors, and range finders.
Detectors: motion tracker/tripwire/pressure sensor/other detects something abnormal, and relays the alert to other systems on the same power grid. An alert pops up on a monitor in your base, you get an alert, (optional, enabled by default) and you can then either send a team out to investigate, gather more data, or start shooting with a mortar or ten.
Cameras track the movement of targets in real time, allowing you to hit mortar shots much more consistently.
Flares guarantee a mortar hit on a nearby target, but blind nearby pawns.
Etc. basically, make playing defensively inside and outside more interactive. Oh, you're perfectly safe in your mountain, but blind to the outside world. Want to look around? Gotta run some cables out there. You on the other hand are worse for wear but you can see threats coming much more easily. Stuff like that.
Apologies, I haven't read all 274 replies thus far. Crowd source your base generation for world settlements. You mentioned generating random bases was a problem...solution - don't generate random bases. Allow your players to volunteer to data dump settlements. recommend permadeath bases only, rough or higher difficulty. this will ensure bases players encounter are fully shaped by the game rules and not simply fantasy mega fortresses. use those dumps to randomly populate your world maps. some would be destroyed, others thriving. but if you offered players the choice to retire a settlement and submit to you for future use, intermediate states would be possible as well. collated perhaps by value, a wide variety of quality destroyed and thriving settlements (by biome, too) could populate our worlds with minimum effort. This would make raiding a settlement a high payoff effort...as you would fall in on something that already works for a given environment if you can manage to flush out its denizens.
on a more crass note. we can already harvest prisoner organs, sell them into slavery, euthanize them, and execute them. you have 'sex slave' as a background, too.' the colonists should be able to use prisoners for 'pleasure' as well. one round of pleasure a day in exchange for a couple meals is approximate equal cost to a sniff of yayo. have it raise the prisoners social skill over time, increasing their sale value. drugs, weapons, slavery...may as well go full crime syndicate with it.
I may as well keep dumping. My wife and I play this game religiously. An opiate add would be worthwhile. Perhaps allowing for neuroatramine manufacture. You could have a flake/yayo dynamic. i'm taking that meant crack/cocaine. for an opiate you could have something like dream-smoke/mainline for opium/heroine. being able to add a still to a brewery (same size as a micro-analyzer), to produce spirits would be cool. recommend the same for a drug lab...high value drugs, especially neuroatramine and medicine, should take more investment than making simple drugs. Different raid types would be good for the story telling experience, assassins (perhaps small in number but highly skilled) targeting a specific colonist, a slaver raid, a prison break, etc. Some could start disguised as traders to get close. I'm also personally a fan of a fog of war...an option to toggle it on/off would mollify players who don't want it. But a fog of war dramatically changes player behavior for the better, in my opinion, in games like this. right now, though, I'm more concerned (and very hopeful) about the direction you're going with this mod. I posted above about perhaps reducing your workload in creating quality random settlements...caravan auto-foraging and hunting could be included to reduce the food consumption rate in more fertile biomes, which makes sense. your fans who've played dwarf fortress are dying for you to allow our worlds to be persistant from game to game - you could force a feature to not allow settlement too near an old one to prevent exploit...again, little work on your part, big payoff for your customers. anyway, many, many more ideas. like anyone on this thread, I'm humbled if you read this and take any of it on. thank you for a great game a fair price. as interest in the game wanes, as it inevitable does at some point, i'd pay another round to keep you going. i'm sure a lot of others would too.
- Very light steam effect in cold rooms. So you know by seeing which rooms are freezers
- Windows on cryptosleep caskets where you can see whats inside
- Colonists dimming(so lights still make sense) lights in their room before going to bed, or door switches. Probably not new idea
- TV giving light when watched by colonists
- Randomizing look of sculpture. With real random forms. Probably not so cheap
Make melee skill meaningful. ATM difference between lvl 1 and 20 is almost non-existent (something like 70% and 100% hit chance). IMO linear scaling would work much better (10% at 1 lvl to 100% at 20 lvl)
Vanilla windows for buildings, aka no power required light during day, nevermind another reason not to build massive single building bases (the window light would reach only so far inside, and would need to be exposed to unroofed outdoors on one side).
Cheap greenhouses would also be made possible.
More zones to designate, say a hunting zone, where all wild animals would be automatically hunted, and protected zones of 2 types:
Crop protection zone, where all live plant eating animals that enter are automatically hunted and treated as hostile (as if maddened).
Pasture protection zone, where all wild predators, especially if in hunting mode, that enter are automatically hunted and treated as hostile (as if maddened), also giving a warning of one sort or another. The last one is especially important, would have saved me so much livestock over many games.
Ability to force trained carnivore\omnivore animals to prioritize hunting wild animals over eating stockpiled food.
Ability to put on clothes on an incapacitated pawn, sometimes useful for wounded\prisoner mood and heat.
And after that, ability to craft and dress animals in packs, harnesses and so on, especially for caravans.
An ability for pawns to use pack animals they are masters of for mass hauling would also be nice. Even if it has to be done semi-manually, we can already sort of do that through caravan formation.
Also, with the new surgery fail damage area mechanic, it seems to me that it might be quite easy to implement something similar for weapons, a called shot\strike mode, where the attacks would be slower\less accurate, but successful hits would hit a specific body part, or near it.
Say, want to capture someone? Aim for legs. Annoying pirate has a good vest? Aim for head, or legs. Sniper? Aim for arms. You have a really good sniper and lots of enemies? Attempt eyeshots.
I'm pretty sure someone has already mentioned it (not reading through over 200 pages of posts) but it would be really nice to have a floor type that slows movement, rather than speeding it up. like "sand" or "glue", something that works in place of the "alternating sandbags" system we have now for slowing approaching raiders.
Planting and harvesting jobs should be issued in batches, to avoid things like 6 colonists running halfway across the colony because some 10 plants have reached maturity.
caravans:
- Would make sense to make animals with "haul" ability trained to be able to carry things for caravans, like get an load up an elephant with stuff.
- Maybe add ability to mount animals? I was all excited until I've seen that 1300 Pemmican, 50 simple meals and 500 animal food will only last for 8 days and it will take 7 days to reach the nearest camp... It made me nope out of the whole caravan idea.
general UI:
- Hotkeys for "i", "social", "train", "needs", "health"; When managing a bill "i" hotkey should show the item, not the workbench.
- add a proper RPG-style inventory for people, to see easily which clothing slots are empty and which are filled.
info window UI:
- Add an "effects" category to the info of all drugs, to see easily what they do.
- make materials, which a thing is made of, clickable, to go to the material page from the thing's page.
- add a proper quick summary describing what properties of that item or furniture materials, which it is made of, affect: like for the armchairs: "material: affects color"; for the walls: "material: affects durability, color".
- add more info on how the price of the item is generated; something like "base price" * "material multiplier" * "quality" * "wear"....
bills UI:
- add hover over for the materials list, with proper quick summary with numbers with all of the properties each material affects.
Mood buffs for colonists who overcome addiction? also possibility of colonists being afraid of or enjoying storms?
Aardvarks.
(https://timeguide.files.wordpress.com/2014/08/aardvark_432_600x450.jpg)
(http://www.nationalgeographic.com/content/dam/animals/thumbs/rights-exempt/mammals/a/aardvark_thumb.JPG)
(http://3.bp.blogspot.com/-0JLLuUwBKLs/VEpvleQAd3I/AAAAAAAAG5Y/IUahhdDg0MY/s1600/aardvark%2Binside%2Bburrow.jpg)
I posted this as a separate thread, but I feel like an editable "Colonist Job" field (https://ludeon.com/forums/index.php?topic=29401.0) would probably take at most an hour, maybe hour and a half to program in.
They already have editable colonist nicknames, why not a similar thing for colonist job titles?
i just have a few ideas
A wheelchair (to use when a colonist loses legs pelvis or other types of body parts.)
Some sort of canteen (so prisoners can eat without colonists needing to go inside the prison
A prison door to help keep prisoners inside)
Kangaroo as an animal (is fast and will fight back)
Paths (that make walking outside faster)
A bookshelf and bookworm trait. (bookshelf let colonists read books which increases their research skill and bookworms gain comfort from having a bookshelf in their room and have fun while reading)
not many but i think their good ideas
also are colonists able to give birth? if not can you add that?
1. Build own droids who could help in harvesting crops,hunt small animals,transport goods,clean colony. Droids could be fueled or charged by batteries,built using basic (metal+components+wood) or unique elements (components+supermental+uranium),can malfunction/broke,possible upgreades with unique elements like; bigger guns,more transport goods capacity,better batteries. Something like "droid creation table" where colonists can build/repair/upgreade droid.
Droids could sold in parts or as fully functional units. Could be awesome to sent only droids as caravan.
2.Traps for animals. Closed farms for animals !!
3.Fishes in ponds/water. (and also fish farming/selling fish goods)
4.More complex research tree.
I'm new to the game but what strikes me is there's no training dummies to shoot at or to hit with a club to train up your combat skills.
Here's a really cheap one:
The most obvious thing missing in the drug system...
Painkillers!
Both weak ones, to set on schedule for people with painful scars and illnesses, and strong stuff for the heavily wounded, possibly in variants that differ in addictivness\side effects, crappy painkillers would lower consciousness stat a lot...
Quote from: VonDarlock on January 11, 2017, 01:09:22 PM
I'm new to the game but what strikes me is there's no training dummies to shoot at or to hit with a club to train up your combat skills.
Maybe not train up but stop or slow skill decay?
Quote from: VonDarlock on January 11, 2017, 01:09:22 PM
I'm new to the game but what strikes me is there's no training dummies to shoot at or to hit with a club to train up your combat skills.
Draft the pawn and go have it kill animals in the woods. You get training XP
and meat.
Barazen, we already have the PainStopper (http://rimworldwiki.com/wiki/Painstopper). Quite the same, except no downsides. Clearly a must have for scarred depressive Pawns.
And a joywire, which messes with your consciousness.
Little fun idea: colonist can cut some wool from wild mooffalo/alpaca/megasloth once a year if he will feed him with something yummy and have at least 6 skill. With a chance of attack of course. No pain, no gain. But nice for the survival.
Another two. Mod-tabs, or modlist separator.
Many ppl use mods. From 20 to 200 i think.
It will be much useful if I can separate them in the list. And shrink blocks.
So I can sort em more accurate.
And I prefer static modlist: when I check off mod, it will not go in the end of list like it happens now. It will stay on the same position. Just because. If I not delete it manually, it means, I plan to use it. Really. Some mods are use same or similar ideas, so I need to test them together and separately. Sometimes it there is no difference what order of mods, but in this case I don`t want to see big window «Mods are in tne different order, was blahblahblah and now blahblah». I want to see short «mods are the same but order the different. Want to continue? Yes/No/Read More». I know! I just change the modlist. No need to expose all list. I can`t even copy it in the buffer or save old list as config file (see the next). Also buttons Y/N/More should take keyboard inputs: Y or Enter / N or Escape / M for more
Also modpack simple files. txt-file that contains for each row: Modname /1 (or 0 for off)
So I can save this file and easily and give it to someone as modpack register, or just switch to another modpack. Easy to read, easy to store, easy to share!
[attachment deleted by admin due to age]
Make harvested potatoes not flammable.
Quote from: CalenLoki on January 08, 2017, 11:48:52 AM
Make melee skill meaningful. ATM difference between lvl 1 and 20 is almost non-existent (something like 70% and 100% hit chance). IMO linear scaling would work much better (10% at 1 lvl to 100% at 20 lvl)
Thanks, I have made some changes so this will be much more important now.
An 'estimated travel time' indicator for tiles clicked on in the World screen would be nice, so you can see about how long it would take to send a caravan to a place without having to actually form a caravan first.
Quote from: Trylobyte on January 12, 2017, 07:50:29 PM
An 'estimated travel time' indicator for tiles clicked on in the World screen would be nice, so you can see about how long it would take to send a caravan to a place without having to actually form a caravan first.
Oh dear lord YES please! I don't know how many times I've formed a caravan just to realize I didn't want to be without my people that long. I understand that travel time is based in part on how quickly your pawns move (does jogger/sprinter affect travel time? It doesn't seem to, but I haven't done serious testing) but even an estimate based on no movement penalties/bonuses would be greatly appreciated.
An "unsubscribe all" button would be nice to have for the mod list.
- mining outpost "caravan": if I lack, for example, marble would be nice to send a team of miners with an elephant, mine a bunch of marble, pack it on the elephant and have blocks for days.
- animal info window: exact information about how much food animal requires.
Grades of the bed.
1st is just place on the floor.
2nd rag, made from leather or hides
3rd made from wood: no cloth, low comfort
4th made with cloth and wool. Soft and most comfortable.
If sleeping rag made from hidewith fur (bear, wolf, etc), it will give little more comfort and warm. The leather gives just a bit more comfort than floor.
Why not just the wooden instead two types? Because some players prefer hard start in the desert.
If caravan have any beds in the inventory, they can use them with additional comfort and little lost of time for unpacking/installing/uninstalling/packing each item.
For more advanced camps we have already awesome mod Set Camp
Please, an error message for hunters armed with EMP grenades.
They just trigger animals until they become maddened manhunter.
And an other one for telescope under roof (this one is just a detail).
Recheck animal`s meat weight and amount. You can just multiply to 10 at least.
It is still hardly imbalanced. And there is no point to farm for meat at all.
Mooffalo have 180 meat. 180*0.03 kg of raw meat is... 5,4 kg of meat from creature, who can drag 75 Kg on it`s back.
Also 10 ingredients 0.03 each will give 0.4 kg meal.
Raw meat -> 0.7—>0.4 coocked meat or to 0.2 dryed meat.
Raw vegetables loss about 10—20% after boiling.
Areas & activities made for when pawns have mental breaks.
fire works, take some chem fuel and Craft some of these & when the pyromaniac needs his fire fix he can grab these babies and every one has a good time.
(there is some chance of starting a fire by letting these off but its no light hes going around torching stuff)
Spas, when a person is wandering around sad taking random gear off, they instead can go over to one of these converted steam geysers remove their gear and just hang around the spa until they snap back to reality.
Event "Meteorites":
Similar to cargo pods but with stones and metal coming down. Explosions on impact, fire popping up around. The warning should come a few seconds before, letting you save nearby colonists, but any buildings in the medium-sized area of impact should be destroyed.
Mountain bases have already too many benefits, meteorits like explained increase much more their benefits compared with normal one.
Quote from: NeverPire on January 13, 2017, 04:43:50 PM
Mountain bases have already too many benefits, meteorits like explained increase much more their benefits compared with normal one.
You could say that about every event except infestations. So are we only allowed to post suggestions that nerf mountain bases? If so, I'm sorry, this was my first post.
If you're looking for a way to make it more difficult for players to farm insect jelly without messing with the strength or number of the bugs that spawn, why not give every pawn a tiny but stackable negative moodlet for every insect hive on the map? It could be as low as -1 each, not enough to cause problems at first but enough that you don't want the hives spreading out of control. Basically the idea of an unchecked infestation makes colonists increasingly nervous, providing players more incentive to eliminate the problem rather than ignoring it or coming up with cheap methods of farming.
Alternately, have the insect jelly deteriorate at the same (or slightly lower) temperature at which the bugs suffer heatstroke. That way players cannot set up giant farms with no danger to the colonists that are easily run by installing heaters and a switch.
If you do either of these things, I think you should also make the hives spawn a significant amount of jelly on their destruction as if it were contained in the structure and could be harvested once the threat was dealt with. This provides a positive incentive to deal with the infestation, rewarding the player for dealing with a problem instead of just punishing them for ignoring it.
Also, the ability to copy and paste bills between identical production tables (if I want to add another stove without recreating five custom work orders, for example) would be lovely.
Also also, can we have more than one sound effect for "a bad thing happened", please? Right now the alert gives as much weight to my doctor failing during surgery and killing my best crafter as it does to a plant dying because of cold or a dog getting food poisoning. At the very least there should be one for plants, one for animals and one for colonists so my heart doesn't stop every time some haygrass is lost.
Quote from: Greenbear on January 13, 2017, 06:45:33 PM
Quote from: NeverPire on January 13, 2017, 04:43:50 PM
Mountain bases have already too many benefits, meteorits like explained increase much more their benefits compared with normal one.
You could say that about every event except infestations. So are we only allowed to post suggestions that nerf mountain bases? If so, I'm sorry, this was my first post.
Don't worry, it's just my opinion, don't hesitate to post all the interesting ideas you have.
Can we get boots, gloves, and socks for our colonists? I know there are mods for it but it would be nice if they were in the base game.
Make floor a part of structure and then the options like metal, sterile, wood the same as building walls or doors where you right click and it shows you the options. You have no idea how bad it throws me off that floor has its own section and tearing up floors isn't an order with claim and deconstruction. I can't imagine organizing stuff like that would take long. I also think electric lights should be in power but I can see why they are in furniture.
Let the wood floor burn please.
Oh, also; if it isn't asking too much... Quicksave and Quickload functions. I realize it promotes exploitative behavior in gaming, but at the same time its a single player game and personal choice. I personally am a save scum. I will save the game when the raid warning starts and make sure my huskies don't die. Or when my starting colonist has a heart attack cause she is 89; i like to save and reload her operation. She may be old, but she is gonna go out a legend.
A hospital bed has a higher healPerDay than the average bed and has both a ImmunityGainSpeedFactor and a MedicalTendQualityOffset. That's fine and dandy for tending to the sick or wounded. However...
Is it too much to ask that the use of a hospital bed should add... I don't know... at least 3% to the success chance of medical operations?
But, AFAIK, the use of a hospital bed does nothing for operation success. That does not sound right.
Use glitterworld medicine and you will have a 120 % multiplicator operation success chance.
Linked with a level 16 doctor with 100% consciousness, manipulation anv view, it gives 119 % chance of success.
What do you need more ?
Make it possible to order construction of snowmen.
I want a snowmen army. The legends say that in the Colony's darkest hour, Sir Percival will rise and lead the army to bring end to the darkness.
Quote from: Mkok on January 14, 2017, 10:50:29 AM
Make it possible to order construction of snowmen.
I want a snowmen army. The legends say that in the Colony's darkest hour, Sir Percival will rise and lead the army to bring end to the darkness.
Snowmen are already automatically crafted by your colonists during their leisure time in snow biomes.
Quote from: CrazyEyes on January 13, 2017, 11:26:14 PM
Can we have more than one sound effect for "a bad thing happened", please? Right now the alert gives as much weight to my doctor failing during surgery and killing my best crafter as it does to a plant dying because of cold or a dog getting food poisoning. At the very least there should be one for plants, one for animals and one for colonists so my heart doesn't stop every time some haygrass is lost.
Really, I would like to see it implemented soon, Rimworld is enough stressful like that.
Quote from: NeverPire on January 14, 2017, 01:37:26 PM
Snowmen are already automatically crafted by your colonists during their leisure time in snow biomes.
What I meant is the ability to build them manually (and where I want them). Imagine raiders assaulting your base walking through an army of snowmen. Each and everyone of them is starring at the raiders. This has to drive them mad!
Also, would it be too much trouble to add a brain implant that removes the "incapable of" traits from a pawn?
Quote from: Mkok on January 14, 2017, 05:04:26 PM
Also, would it be too much trouble to add a brain implant that removes the "incapable of" traits from a pawn?
I'm just a user, but it looks really gamebreaker.
However, some spinal column exoskeleton would be nice in my opinion.
Quote from: NeverPire on January 14, 2017, 09:03:22 AMUse glitterworld medicine and you will have a 120 % multiplicator operation success chance.
Linked with a level 16 doctor with 100% consciousness, manipulation anv view, it gives 119 % chance of success.
What do you need more ?
Not all colonies have access to glitterworld medicine or a doctor with a l33t medicine skill. And even those that do could suffer a setback, like having your best doctor die from an attack or disease or a loss of your stock of glitterworld medicine and no traders in sight to get more.
Besides, a 3% bonus isn't asking for much. That's the same pitiful bonus for having sterile tiles for the hospital floor.
It just feels a bit immersion breaking that having hospital equipment like hospital beds and vitals monitors does not improve operation success chance
at all. Players tend to assume it does, until they find out otherwise.
For percentage calculation about surgery, just look at this video.
I find this guy explain well the mechanisms implicated .
https://www.youtube.com/watch?v=2q4td8g5dQE
It's probably been suggested before, but crops ought to have different temperature tolerances. As it is now, every crop can be grown as long as it's growing season and the soil has a sufficient fertility rating. Mushroom and fungus plants should grow year around and require very little light and low fertility, flowers and smokeleaf should be extremely temperature sensitive and would require a temperature controlled hydroponic room to be grown in some climates, potato should have high temperature tolerance while corn and rice flourish in hotter environs. I think it's unrealistic that if you are in a temperate forest, you can farm every crop. In real life, some of the most valuable commodities on earth are crops that only can only grow under extreme conditions.
I think it's too easy to farm cash crops like psychoid plants too. A single harvest can yield hundreds of doses of flake. Nerfing psychoid plants to require a narrow temperature range (around 35-45) would also give incentive to settle in rainforest and desert biomes.
Not sure if this is already ingame, but fertility ought to decrease slightly around mountains/rocky areas. would nerf mountain bases by making them a bit further away from their food source and force early investment in hydroponics.
also, berry bushes should die in the winter. I've kept my colony going in the winter just harvesting natural berries. I don't know if natural berries have a higher food poisoning chance, but I haven't noticed it.
thanks for listening.
tusk shiv/sword
[attachment deleted by admin due to age]
Quote from: NeverPire on January 13, 2017, 04:43:50 PM
Mountain bases have already too many benefits, meteorits like explained increase much more their benefits compared with normal one.
I mean, if we are looking to nerf mountain bases, just creating a red level event "Earthquake" that randomly causes overhead mountain roofs to collapse, like maybe 1/8 of them in an earthquake, would raise the challenge significantly.
Quote from: monoelain on January 15, 2017, 06:37:36 PM
It's probably been suggested before, but crops ought to have different temperature tolerances. As it is now, every crop can be grown as long as it's growing season and the soil has a sufficient fertility rating. Mushroom and fungus plants should grow year around and require very little light and low fertility, flowers and smokeleaf should be extremely temperature sensitive and would require a temperature controlled hydroponic room to be grown in some climates, potato should have high temperature tolerance while corn and rice flourish in hotter environs. I think it's unrealistic that if you are in a temperate forest, you can farm every crop. In real life, some of the most valuable commodities on earth are crops that only can only grow under extreme conditions.
I think it's too easy to farm cash crops like psychoid plants too. A single harvest can yield hundreds of doses of flake. Nerfing psychoid plants to require a narrow temperature range (around 35-45) would also give incentive to settle in rainforest and desert biomes.
Not sure if this is already ingame, but fertility ought to decrease slightly around mountains/rocky areas. would nerf mountain bases by making them a bit further away from their food source and force early investment in hydroponics.
also, berry bushes should die in the winter. I've kept my colony going in the winter just harvesting natural berries. I don't know if natural berries have a higher food poisoning chance, but I haven't noticed it.
thanks for listening.
Plants and animals. As it stands, every animal has different cold tolerances, but the same heat tolerance: 122F. It would be nice to have hot-climate animals that can tolerate higher temps, especially since heat waves often drive animals from the map... into other areas that presumably also have heat waves. You'd think they'd adapt to that by now.
Give T-shirts a heat insulation bonus. As-is, there's almost no reason to prefer T-shirts over button-down shirts.
Quote from: monoelain on January 15, 2017, 06:37:36 PMIt's probably been suggested before, but crops ought to have different temperature tolerances. As it is now, every crop can be grown as long as it's growing season and the soil has a sufficient fertility rating.
I think the crop system is pretty good the way it is. Having a limited growing season is almost like dealing with temperature tolerances. Granted, some plants just won't grow in certain climates. However, growing something in the wrong climate
may mean it will still yield food, just not viable seed. Even in cold northern climates like in Alaska and Canada they can grow carrots and many other vegetables we are familiar with. It's just that the window for growing is shorter.
And soil fertility
does have a big impact on growing speed and which crop is best. Gravel only has a fert. of 70% and players often recommend that only crop worth growing in that are potatoes. See this video for details: Quick Tips for Farming, Food and Drug Crops, and Hydroponics (https://www.youtube.com/watch?v=-RgI6Qf55eg)
Quote from: monoelain on January 15, 2017, 06:37:36 PMMushroom and fungus plants should grow year around and require very little light and low fertility...
That depends on the type of mushroom or fungus. Some require rich soil or lots of moisture, some don't. Some need a near absence of light, others are more tolerant.
Quote from: monoelain on January 15, 2017, 06:37:36 PM...flowers and smokeleaf should be extremely temperature sensitive and would require a temperature controlled hydroponic room to be grown in some climates...
Again, that depends heavily on the species or variety. There are some species of flowers that thrive in the desert. And there are some flowers that grow in some bitter cold tundra areas where little else will grow.
Quote from: monoelain on January 15, 2017, 06:37:36 PMI think it's too easy to farm cash crops like psychoid plants too. A single harvest can yield hundreds of doses of flake. Nerfing psychoid plants to require a narrow temperature range (around 35-45) would also give incentive to settle in rainforest and desert biomes.
I think you should read this reddit: Some quick numbers for the drug farmers [RimWorld] (https://www.reddit.com/r/RimWorld/comments/52abl0/some_quick_numbers_for_the_drug_farmers/)
To summarize: The math shows that drug farming is hardly worth it. I've read similar conclusions elsewhere, too. Believe it or not, growing hops and brewing beer seems
more profitable than any form of drugs. And utilizing regular crops is not that far behind drugs. Cooking lots of fine meals with a decent cook is a decent way of making money in RimWorld. Don't believe me? Then check out this video: How To Make Money in Rimworld (https://www.youtube.com/watch?v=WGPp6INopJ0)
Quote from: monoelain on January 15, 2017, 06:37:36 PMNot sure if this is already ingame, but fertility ought to decrease slightly around mountains/rocky areas. would nerf mountain bases by making them a bit further away from their food source and force early investment in hydroponics.
In a vanilla game, an "early investment in hydroponics" seems rather difficult. Aside from the research to unlock, you have to build sufficient power and/or batteries. A single sun lamp requires 1600 W, not to mention the 70 W per hydroponics bay.
I've read several complaints about the power requirements of hydroponics. And several in RimWorld chat wrote that hydroponics isn't worth it unless you've settled in tundra or ice sheet where there isn't much other choice for food. That may explain why mods which lower the power requirements for hydroponics seem so popular...
As for the fertility of mountain areas: Actually, such areas are covered in a lot of mine-able rock, leaving comparatively little for grass, trees or soil. And, in my experience, they also seem to have more gravel and overall less soil fertility than usual.
So here's my cheap idea: Orders don't get mined away.
I like to go Dwarf Fortress Mode and plan my rooms out with the planning feature (that is the objects in the room not the room itself) and then mine where appropiate, but the orders get mined along with the stone. I usually remember what i had planned for the room but it would be a huge Quality of Life Improvement. I doubt i'm the first one to point this out, but hey every vote counts when it comes to small stuff like this right?
Before all mechanics of caravan forming will be reworked, there is two things, that can make it possible to form caravan without heavy problems:
a) ability to send chosen person to sleep. Just because I can send person to go to eat or smoke joint for the relaxing.
b) it is not so necessary but ability to mark the zone, where animals shoud stop untill they will be loaded full.
Build wall from any block.
Really. Sometimes there is no need to calculate how many blocks of each type I have.
I Just want to buld temporary fireproof barrack or some columns and no matter, what sort of stone they will be.
Quote from: Zebukin on January 16, 2017, 09:54:13 AM
Build wall from any block.
Really. Sometimes there is no need to calculate how many blocks of each type I have.
I Just want to buld temporary fireproof barrack or some columns and no matter, what sort of stone they will be.
Why not call that patchwork wall ?
More seriously, the difficulty comes from the repartition of the different ressources you have, an auto repartition will cause surely some dissatisfaction.
Quote from: tocsin1990 on January 16, 2017, 12:00:22 AM
Quote from: NeverPire on January 13, 2017, 04:43:50 PM
Mountain bases have already too many benefits, meteorits like explained increase much more their benefits compared with normal one.
I mean, if we are looking to nerf mountain bases, just creating a red level event "Earthquake" that randomly causes overhead mountain roofs to collapse, like maybe 1/8 of them in an earthquake, would raise the challenge significantly.
It would, but that's less of an incentive not to build a mountain base and more of a punishment for chosing to do so. It would be effective but inelegant.
Quote from: monoelain on January 15, 2017, 06:37:36 PM
It's probably been suggested before, but crops ought to have different temperature tolerances. As it is now, every crop can be grown as long as it's growing season and the soil has a sufficient fertility rating. Mushroom and fungus plants should grow year around and require very little light and low fertility, flowers and smokeleaf should be extremely temperature sensitive and would require a temperature controlled hydroponic room to be grown in some climates, potato should have high temperature tolerance while corn and rice flourish in hotter environs. I think it's unrealistic that if you are in a temperate forest, you can farm every crop. In real life, some of the most valuable commodities on earth are crops that only can only grow under extreme conditions.
I think it's too easy to farm cash crops like psychoid plants too. A single harvest can yield hundreds of doses of flake. Nerfing psychoid plants to require a narrow temperature range (around 35-45) would also give incentive to settle in rainforest and desert biomes.
Not sure if this is already ingame, but fertility ought to decrease slightly around mountains/rocky areas. would nerf mountain bases by making them a bit further away from their food source and force early investment in hydroponics.
also, berry bushes should die in the winter. I've kept my colony going in the winter just harvesting natural berries. I don't know if natural berries have a higher food poisoning chance, but I haven't noticed it.
thanks for listening.
Yeah, crops and leathers are 2 areas that are definitely in alpha stage and are already prepared for significant variation to be implemented, but still aren't, which Tynan is probably planning to do eventually. Some leathers already have non default stats (muffalo, thrumbo, pig for example) but most don't.
Some mods have some more of that done already though.
EMP IED
Unless there's some obvious balance issue I'm not seeing.
In the list of custom scenario options, add "Start without technology", with a field for the relevant tech(s) that are yet to be researched.
Strangely enough I haven't found any way of starting a game without electricity (research already known) and such. Either I'm not looking right or it's just not there...
Make is so that scythers stay with the centepedes, they waste their tactical advantage by coming in two waves.
Quote from: Al-Horesmi on January 17, 2017, 04:53:29 AMMake is so that scythers stay with the centepedes, they waste their tactical advantage by coming in two waves.
Doesn't that depend on the weapons their enemy (your colonists) are equipped with?
Okay... I'll just have my colonists snipe the scythers with guns while they hold back next to their slow-as-snails centepedes.
Ah, sometimes I forget it's rimworld, and sniper rifles have lorger range than miniguns. I'd say the solution would be to bump up charge lance's range up to 45, it's basically a sniper rifle anyway.
In any case, that would at least be more challenging than "wait for them to enter killbox, then go deal with the centipedes". Right now scythers have no purpose because they come alone and get overwhelmed by the defences, even if it's just a line of colonists.
Quote from: Al-Horesmi on January 17, 2017, 03:51:40 PMAh, sometimes I forget it's rimworld, and sniper rifles have lorger[sic] range than miniguns.
As opposed to what? Real life, where the effective range of an M107 sniper rifle is roughly twice the effective range of an M134 minigun?
Darius lmao
You can just hide in your killbox and lure scythers in range of your guns.
Quote from: Al-Horesmi on January 17, 2017, 03:51:40 PMI'd say the solution would be to bump up charge lance's range up to 45, it's basically a sniper rifle anyway.
The charge lance (http://rimworldwiki.com/wiki/Charge_Lance) is already quite OP. The wiki explains that it's a, "dangerous weapon due to its low initial warm-up, high accuracy, and high damage." They already have a range of 37 tiles. And you want to bump up the range so it's as good as a sniper rifle? Why not give scythers unlimited doomsday rockets (http://rimworldwiki.com/wiki/Doomsday_rocket_launcher) or a dark-matter cannon (https://en.wikipedia.org/wiki/Lazer_Team#Plot) while you're at it? Imagine what that's going to do for raids with raiders who are lucky enough to carry charge lances.
Quote from: Al-Horesmi on January 17, 2017, 03:51:40 PMIn any case, that would at least be more challenging than "wait for them to enter killbox, then go deal with the centipedes".
I suppose this strategy can feel too predictable or boring for players who have already logged a lot of RimWorld hours. I have no issue with forcing players to use a different strategy. However, heaping on more and more unfair advantages onto mechanoids is just going to make their unfair advantages and their weak AI all the more obvious. But part of the problem is that game AI just can't match human player ingenuity.
Perhaps what you're looking for is the MoreLesserMechnoids (http://steamcommunity.com/sharedfiles/filedetails/?id=750776036) mod? It adds three
new types of mechnoids and changes the behavior of vanilla mechnoids slightly. This should change your strategy in how to effectively deal with them in trying to minimize casualties. And it shows that this can be done without heaping more and more advantages onto them.
Quote from: Thyme on January 17, 2017, 05:11:50 PMYou can just hide in your killbox and lure scythers in range of your guns.
Can't the same be said for most enemies in the game?
Hi Tynan,
first of all: love the game. One of my favorites of all time.
I thought about the organ harvesting part of the game. Here are a few quick-to-implement ideas:
-I think organs of recently deceased people (as long as they're undamaged) should be extractable for a short period of time (just like in real life).
-I think organs should be cooled and expire anyway
-It should be possible to amputate limbs without medical reason (to immobilize prisoners for example)
Just my two cents.
P.S. I'm aware there are mods for this already, but I think this should be added to the basegame.
Quote from: Nosebeggar on January 18, 2017, 08:30:27 AM-It should be possible to amputate limbs without medical reason (to immobilize prisoners for example)
This is already implemented in the base game. You are capable of amputating perfectly healthy limbs, for any reason you like.
QOL: Make couples default to taking an open double bed, if one is available. It's annoying to send out a caravan, and have to reassign them when they come back, as they will choose to take individual beds.
vertical scrolling for the research screen. i have so many mods installed that some research items are pushed out of frame. most visible at the bottom http://imgur.com/a/AX8pQ
Could you when a player play with tribals exchange one pirate opponent faction with a tribal one ?
In the actual game, it's almost impossible for tribals to recruit pirates and except if the players choose to attack a neutral faction, in some plays, only pirates attack them.
Quote from: DariusWolfe on January 18, 2017, 12:08:40 PM
Quote from: Nosebeggar on January 18, 2017, 08:30:27 AM-It should be possible to amputate limbs without medical reason (to immobilize prisoners for example)
This is already implemented in the base game. You are capable of amputating perfectly healthy limbs, for any reason you like.
Sure, but it's kind of a clumsy process - you have to replace it with a prosthetic, and THEN you remove the prosthetic part. I want a one-step "cut off his feet" option.
Also strange that I can harvest eyeballs and organs, but not limbs - but I can buy limbs from trade ships... where do they get those?
Then again, it would probably be too "cheap" if I could just cut off a guys leg, wait until he's recruited, then reattach the leg with no penalty.
I don't think you can harvest eyes in the base game. You can remove them by installing bionics.
You can't buy limbs in vanilla that are not bionics or prosthetics.
Can you change the name of the tab during the caravan creation from "configuration" to "direction" please. In my opinion, it seems more clear.
Replace the current Min-Max Skill restrictions on job tickets with assigning specific colonists to job tickets. I've had issues with:
- A colonist upgrading his skill beyond the Max Skill restriction and no longer doing a job without warning.
- Trying to assign a job to a specific colonist when 2 colonists have the same skill level (because the other one is missing a hand or something).
Let some other animals than only muffaloes and dromedaries carry stuff in caravans.
I think overall about elephants and bulls, cows.
A creature that steals and moves items to their lair.
Hi. First of all: I am in love with the game.
Now to the point: shoes and boots. I think it would be good to add footwear for cold and hot seasons, starting with footwraps and clogs, through mocasines, leather shoes to boots, snickers, rubber boots et.
cheapest most useful suggestion:
Bindable mouse buttons.
so I can quicktime/slowtime with my side mouse buttons etc
Another super cheap one:
Allow reroll of random town/faction name when it comes up
Quote from: swizard on January 19, 2017, 08:51:09 AM
A creature that steals and moves items to their lair.
+1
Quote from: swizard on January 19, 2017, 08:51:09 AM
A creature that steals and moves items to their lair.
Why not a lair situated outside of the colony map on a near tile of the world map ?
Automatically reschedule surgeries that a doctor fails if the required materials are still at hand.
When your doctor sucks, having to manually reschedule peg leg installation over and over and over and over and ... is just tedium that adds nothing to the game.
Quote from: OFWG on January 19, 2017, 12:51:23 PM
Automatically reschedule surgeries that a doctor fails if the required materials are still at hand.
When your doctor sucks, having to manually reschedule peg leg installation over and over and over and over and ... is just tedium that adds nothing to the game.
I would like just to remind that each time a surgery fail, the patient is injured, so if you continue to operate without waiting, you have a higher risk to permanently injured or outright kill it.
I'm just a forum user, but in my opinion this modification would be a bad idea.
Quote from: NeverPire on January 19, 2017, 01:23:01 PM
Quote from: OFWG on January 19, 2017, 12:51:23 PM
Automatically reschedule surgeries that a doctor fails if the required materials are still at hand.
...
I would like just to remind that each time a surgery fail, the patient is injured, so if you continue to operate without waiting, you have a higher risk to permanently injured or outright kill it.
You're right, but I can just reload if I care about that. If I schedule a surgery, I always (100% of the time!) want and usually NEED the surgery to be completed.
Quote from: OFWG on January 19, 2017, 03:55:41 PM
Quote from: NeverPire on January 19, 2017, 01:23:01 PM
Quote from: OFWG on January 19, 2017, 12:51:23 PM
Automatically reschedule surgeries that a doctor fails if the required materials are still at hand.
...
I would like just to remind that each time a surgery fail, the patient is injured, so if you continue to operate without waiting, you have a higher risk to permanently injured or outright kill it.
You're right, but I can just reload if I care about that. If I schedule a surgery, I always (100% of the time!) want and usually NEED the surgery to be completed.
This suggestion will destroy the game for me if made 'mandatory' because I play without savescumming
Quote from: Lightzy on January 19, 2017, 04:29:57 PM
This suggestion will destroy the game for me if made 'mandatory' because I play without savescumming
Meh. If you're that worried about getting a couple of nicks on the pawns then clearly you weren't using surgery anyway. :)
How about rescheduling the operation, but suspended. I tend to forget which limb, peg leg, etc. I wanted to operate on. Would be one simple click instead of my brain working :p
Quote from: Thyme on January 19, 2017, 05:57:15 PM
How about rescheduling the operation, but suspended. I tend to forget which limb, peg leg, etc. I wanted to operate on. Would be one simple click instead of my brain working :p
Really more interesting than the previous idea.
I don't see any disadvantage this time.
Except one, for operations using bionic or prostetic organs, if the chirurgy fails, the organ disappears so if you haven't any more organs, it's possible that you have to wait a long time before having the items needed to rescheduling the task.
When building orbital trade beacons, the range of other beacons (both built and planned) should be displayed
Dromedaries and Mufallos can be loaded with cargo when forming a caravan. Elephants can't. All animals who are trained to haul should get caravan carrying capacity. Yes, even dogs. Imagine they're pulling a cart or a sled.
Quote from: NeverPire on January 19, 2017, 06:29:21 PM
Quote from: Thyme on January 19, 2017, 05:57:15 PM
How about rescheduling the operation, but suspended. I tend to forget which limb, peg leg, etc. I wanted to operate on. Would be one simple click instead of my brain working :p
Really more interesting than the previous idea.
I don't see any disadvantage this time.
Except one, for operations using bionic or prostetic organs, if the chirurgy fails, the organ disappears so if you haven't any more organs, it's possible that you have to wait a long time before having the items needed to rescheduling the task.
That's even more time my brain has to keep that information in its memory. </irony> I see that as an advantage!
Quote from: Thyme on January 19, 2017, 05:57:15 PM
How about rescheduling the operation, but suspended. I tend to forget which limb, peg leg, etc. I wanted to operate on. Would be one simple click instead of my brain working :p
It could lead to an other strangeness.
Imagine you schedule the installation of a bionic leg, you fail, you lose the bionic leg.
Shortly thereafter, you buy a prostetic leg, and try to reschedule the operation.
The operation would stay"install a bionic leg" and you will have no more of them so your pawn will go to a bed to wait for an operation which will never happen.
How about region/area for prisoners? Like a build prison with territory where prisoners can walk. They living only in rooms.
I want to see red lines ("laser sights") between my colonists and their target so I can tell at a glance who's firing at who.
When prioritizing on an equipment rack, new option:
- swap Survival Rifle for Sniper Rifle
This would deposit colonist's current item and equip the one on the rack. It's annoying when you order a colonist to take something from a full cabinet and he leaves a shiny weapon on the ground, in a rain.
make 1x1 animal sleeping spots dragable to build 10x10 in one go.
sleeping spots cost no ressource so it should work like that, similar to how you drag a Zone.
it is tedious if you build a new bigger barn and have to click all 100 sleeping spots anew.
Apologies in advance if already suggested, and hopefully this is considered a 'cheap idea', but i would like an option under zones to hightlight a 'priority work area'. For example, say I want builders to focus on dismantling a pre-built structure (i.e. walls and floors) outside my home base and haul all the material back in one go, then create this temporary area and assign pawns to it and they will focus entirely on that zone until all their assigned work is done. At the moment if you select a pre-built structure to be dismantled it is rare that the pawn will focus on completing the job, often dismantling a single wall or floor and then returning all the way back to camp. These priority job zones wouldnt just apply to dismantling but could be used for other jobs, e.g. growing, building, hauling, etc.
The other option would be to allow dragable jobs. So rather than single clicking the mouse to dismantle a single piece of wall, drag the mouse around the area first and then click dismantle - the pawn would then do the entire area selected than a single task. This might be easier and quicker to do than my first idea of a 'job priority zone'.
Previous animal
Next animal
Insulation
With real estate at a premium, what about adding something like fiberglass insulation or asbestos to keep the heat/cold where you want it?
Quote from: Sola on January 21, 2017, 04:50:19 PM
Insulation
With real estate at a premium, what about adding something like fiberglass insulation or asbestos to keep the heat/cold where you want it?
What do you think about adding Hemp to make insulation ?
make the sculptor's table not count the statues installed on the colony.
kinda like how the tailor don't care about who many pants are in use, but in store.
I personally often like to just make my artist just create up till i have 10 statues to sell to an exotic trader, but as I also like to hand pick the finest pieces to my personal collection it gets partly annoying to do the +1 to the work orders.
I don't have that much need for knowing how many statues there are in total on my base. :)
Mad man event.
1 naked dude whit a doomsday rocket.
Quote from: Ace_livion on January 21, 2017, 06:56:57 PM
Mad man event.
1 naked dude whit a doomsday rocket.
w/ unlimited Doomsday Rockets.
Make night owls ignore cover provided by darkness. This will make them more viable hunters and also add a little bit of spice to firefights (I reckon).
Cover provided by darkness has been removed entirely as of A16.
Can I have a source on that? My experience doesn't match.
Other people claimed that, so I started the game to check before replying here: It doesn't appear in the hitchance tooltip anymore.
Maybe an option for people on cleaning duty to clean only indoors or maybe like a Cleaning zone.
Display the power requirement / generation in the bench / generator info window, so that we can see how much power it consumes / produces before it is built.
I need a way to subdue berserking colonists. You already have the slaver mechanic, just make option for colonist to try and restrain/knockout colonist that berserk. Maybe make them a prisoner. There's no way handle this
Edible mushrooms that grow in low light and colder temps. Slow growth. Not tasty by themselves, even when made into a meal
I'd like to be able to force feed dazed colonists or have them at least eat. The hunger/joy mood decrease when they get out of their daze tends to cause them to have another mental break shortly after.
An option to tell a colonist to wear a piece of apparel that still follows their associated outfit loadout.
I want to be able to tell a colonist to put on a piece of apparel without it being "put this one and NEVER take it off."
Filters for outfit sets: Allow D; Allow non-D
Increased hauling efficiency:
Wheelbarrow - Allow a unit to carry 5x as much stuff, (5 stone chunks, 5 corpses, 2500 silver, 375 foods), but slowing movement rate by 10%/20%/30%/40%/50%, depending on how stuff is in there. Further techs (or better craftmanship on the wheelbarrow?) can reduce this movement penalty.
Increased storage efficiency:
Shelves - will take up a tile, just like a workbench. Moving over shelves will slow the pawn down. However, the tile with the shelves on it will be able to store 3x the stuff (30 meals, 225 corn, 3 stone chunks). Maybe include a feature that better crafted shelves can hold more stuff?
Refrigerator - Like an equipment rack for food. An airtight box that keeps food fresh/frozen until ready to consume. Maybe allow it to store more than 10 meals per tile? Maybe a mood penalty for eating frozen food and/or a mood buff for eating fresh food? This will also reduce the occurrences of "eating without a table", as you can put this item right next to a table.
Quote from: Sola on January 23, 2017, 09:08:15 AM
Increased hauling efficiency:
Wheelbarrow - Allow a unit to carry 5x as much stuff, (5 stone chunks, 5 corpses, 2500 silver, 375 foods), but slowing movement rate by 10%/20%/30%/40%/50%, depending on how stuff is in there. Further techs (or better craftmanship on the wheelbarrow?) can reduce this movement penalty.
In my opinion, the wheelbarrow speed should depend greatly of the floor.
On ground, in a field for example, I propose 50 % speed, on wet ground, 20%, on rough rock, 70 % and of course on smooth floor 100%. All of these multipliers could be multiplied with the rate proposed by Sola and the own pawn speed.
I think RimFridge is already suggested to be included in vanilla. It shouldn't have any debuffs for frozen food, as there's no debuff for taking meals out of the freezer. It gives a buff for beer taken from it though (Enjoyed a cold one!).
Storage shelves with capacity depending on quality (and prolly material) is a great idea. The current equipment racks are useless as they are, a pillar with roof is cheaper and does the same job.
Hi, new member here. I used search to see if this was suggested and got nothing, but with a daunting 282 pages of suggestions I fear I might repeat somebody anyways. If so, sorry. Anyways...
One thing I'd find handy is it a workstation would list in its description which skill it uses AND which category it falls under in the work window. For instance, when making clothing its the CRAFT skill and you prioritize it with TAILOR. But there are other workstations where this isn't clear.
I find I'd like to prioritize somebody for cutting stone, but not making other stuff. I can usually sort it out searching the web, the wiki, etc.
I think all I'm suggesting is a change to the description that shows up when you want to select and place a new workstation, which sounds cheap.
A larger change might be that each workstation shows up on the work priority list.
This kind of thing would let me better allocate less-skilled crafters to workstations where only speed is a factor, not the quality of the output.
Assigning every worktype (or bench) to a priority is how the game does it in background. However, the average RimWorld user will get overwhelmed by this. That's why they're bundled into 12ish work types. Fluffys WorkTab (https://ludeon.com/forums/index.php?topic=16120.0) gives you the full spectrum. I recommend using that if you fancy your OCD that much, because it is unlikely to be implemented in the core game. Small mistakes in the assignment has the potential to ruin your colony. You have been warned. *Just kidding, wanted to use that phrase*
Btw, the descriptions of the work types in the priorities menu are already very good. It explains that the crafting work type is only for dumb labour e.g. Also you can restrict your bills with allowed skill levels. 90% of the thyme this will be enough.
In the old alphae there was a priorize tool with which one you could priorize a construction, a work or an area but the game was so simpler at this time compared to now that I'm nos sure it would work so fine in an actual version.
Quote from: NeverPire on January 23, 2017, 05:34:23 PM
In the old alphae there was a priorize tool with which one you could priorize a construction, a work or an area but the game was so simpler at this time compared to now that I'm nos sure it would work so fine in an actual version.
I was really wishing for a prioritize tool (like in Banished) in my last playthrough. I had about a kajillion tiles scheduled to be laid and then a mechanoid raid totally borked my power grid and it took days to get it back together. I Can Fix It! mod ftw :)
Quote from: hyperkiller on January 22, 2017, 04:34:09 PM
Maybe an option for people on cleaning duty to clean only indoors or maybe like a Cleaning zone.
Only Home Areas are cleaned, this is already implemented. Cleaning is a low priority task anyway so it doesn't interfere with others.
What could be done is indoors are cleaned before outdoor home areas, that should be easy to do.
Quote from: ChaosOverlord on January 24, 2017, 09:18:00 AM
Quote from: hyperkiller on January 22, 2017, 04:34:09 PM
Maybe an option for people on cleaning duty to clean only indoors or maybe like a Cleaning zone.
Only Home Areas are cleaned, this is already implemented. Cleaning is a low priority task anyway so it doesn't interfere with others.
What could be done is indoors are cleaned before outdoor home areas, that should be easy to do.
its mostly just a luxury problem but Home is also about where they fire fight. so you like them to remove fire, but not clean up the out door roads. without constantly changing what is home zone
Quote from: SirScuttles on January 22, 2017, 05:25:49 PM
I need a way to subdue berserking colonists. You already have the slaver mechanic, just make option for colonist to try and restrain/knockout colonist that berserk. Maybe make them a prisoner. There's no way handle this
Maces sort of handle this. Maces and clubs are much less likely to kill outright because they won't chop limbs off or behead someone, and don't cause them to bleed out (less chance of infection too!). That being said, it is in no way a perfect solution, and a tranquilizer gun or taser would be cool
Problem is, if we give an easy way to subdue colonists, it therefore becomes an easy way to cap invaders.
Maybe just more preventitive measure? Like maybe cctv to lower the chance of violent mental breaks?
I got the game for a copple of days, really like the developing process and the new features, but i got some ideas that i dont think are too hard to make:
1- Droids/Drones/Bots - mechanical automatons that help arround the colony, they could be carryng bots( for hauling) cleaning/janitor bots, building bots, medical or firefighting drones, combat drones, each could do only one or 2 jobs, but they cost no food and could use batteries that need recharging on the power grid; could be bought or maybe built
2- Negotiating terms of peace- i mean attackers or raiders just atack aimlessly with no much gain most of the time, they should ask for bribes to leave you alone, or maybe taking somone as a slave before the raid, and in accepting their terms they would stop the atack
3- mercenaries- there could be a event or quest to pay for mercenary troopers to stay in your colony for a period of time, they would act as a friendly NPC and just fight enemyes and animals or put down fires and make basic repairs on structures.
4- Civil war!!- The galaxy could be at conflit, rebels, dissidents, raiders, poverty, why dont allow 2 major factions to be at war for domination over the galaxy and you could choose to side with one of them? would allow for events such as orbitary barrage on your colony, friendly NPC giving you free items for the cause, and even invasions and sidges from the fighting groups if you accept a cople of them im you base or build and Anti orbitary gun or Shield that will stop future orbital barrages
Quote from: Barazen on January 24, 2017, 06:55:42 PM
Problem is, if we give an easy way to subdue colonists, it therefore becomes an easy way to cap invaders.
Maybe just more preventitive measure? Like maybe cctv to lower the chance of violent mental breaks?
I think could be done so that it only works for colonists fairly easily. Of course it would be unfair if you could easily capture people while they raid you. Although it might be fun to allow the mechanic while raiding other tribes and end up playing the slaver yourself.
Your cctv idea is brilliant but doesn't fit into the whole cheap ideas. You could place cctvs around that have a cone/circle of influence where violent/destructive behavior is decreased. But it would give a small big brother negative mood modifier. And you could could add personalities that play on that like a paranoia and worry-wort. Paranoia would get extra negative big brother modifier and worry-wort would get a positive bonus for it because it makes them feel safer.
Later a station could be added where someone can watch the cameras for extra effectiveness. Would be good for preventing prison breaks
Fuse box! Since we obviously build circuits which for some reason short circuit every few days, we should design a fuse to prevent fires!
Could still facilitate interesting gameplay with the brzzt event. Do I pay the price to put a bunch of fuses in different places, so my whole base doesn't go down if one blows, or do I have a single master? Do I even bother, if a fuse is more costly/takes longer to replace than a wire and I can extinguish fires fairly easily? (unless, of course, there are also mechs knocking at my door...)
Make Multi colony start possible in Scenario Editor.
Your 6-7 start pawns get dropped randomized on different maptiles.
(spaceship is breaking apart)
First Aid of field. Totally hate it that my guys bleed out in the field because the doctor grab one, bring him to bed, do his work and run to the next. The back and forward cost time. Would be nice if he could at least stop the bleeding on the field. (Infections and some other wounds still need a bed to fix and first aid have a lower treatment)
To the same idea a way to redo treatment.
Dunno how easy it would be - but support for 128x64 weapons? I want my long polearms with long melee range and very long guns (that can't fire in melee due to length)
Also, a change/toggle/flag to change the way armor/helmet rendering works.
- option to have armor drawn over head in side view (for armors with big shoulderpads and bulky armors in general)
- option to not draw head beneath a helmet (for fully closed, but small helmets)
Quote from: Radircs on January 26, 2017, 06:23:55 AM
Would be nice if he could at least stop the bleeding on the field.
Place a sleeping spot under the downed pawn (instant and free) and mark it as a medical bed. Rescue him and patch him up quickly. Deconstruct the sleeping spot afterwards.
Tamed animals:
- Add an obvious mark to the trade interface on the tamed animals with the proper attachment/bond relationship.
- In the animal->social window move the attachment/bond relationship line to always be visible (and maybe change its color). (currently it's in the same list with animal<->animal relationships and pushed down after pregnancies)
- Forbid usage of fine meals (or better) for feeding a starving animal.
- Option to allow animals eating food that will spoil in a day. (also would be nice if colonists prioritized this food themselves)
- Assign animal bed/spot to a specific tamed animal, assigned animal ignores the zone restriction to get to the assigned bed (to simplify zone usage).
- Forbid/allow list with animal types on animal bed/spot (kinda like with storage) - basically to create pens of certain type of animals which won't be carried to the wrong beds (no more sick Boomaloops in the middle of the base).
- Medical animal bed/spot (right now there's no way to move a downed animal to a specific area for treatment, except the whole delete all empty animal beds, which is silly)
- easier way too spot pets that require periodic treatment (diseased/carcinoma).
colonist inventory:
- Add an option to let medics keep 1 medicine in their inventory. (Currently you can tell your colonists to keep drugs in their inventory and beer is 0.5kg compared to 0.35kg herbal and 0.5kg regular medicine.)
- show true movement speed reduction on mouse hover-over (include the sandbags, stones, items on the ground, beds not just the ground).
hey
i think that rimworld needs to have a change so one building,like a solar panel can be builded by multible people.
so it would get built faster an maby have some better quality because its hard to do lots of stuff alone,
espeshialy if its like a mortar or something complex like that.
i play lots of rimworld so it would be kinda awsome
thanks
love and kisses(not really kisses)
iareBirdie
Make it so that if I have a colonist with a shield go equip a gun the colonist will auto drop the shield or unequip it at a acceptable stockpile.
Setting up seperate zones for firefighting and cleaning would be nice (that is differentiating them from the 'home area'), since very often I find myself in a situation where I want an area to be under the 'home area' because of fires, but at the same time I dont need it cleaned.
Quote from: MrWhiteWoofie on January 27, 2017, 11:48:05 AM
Setting up seperate zones for firefighting and cleaning would be nice (that is differentiating them from the 'home area'), since very often I find myself in a situation where I want an area to be under the 'home area' because of fires, but at the same time I dont need it cleaned.
Easy. Once you have 7-8 pawns, pick one to be your dedicated housekeeper, and set their allowed area to a smaller area than your home area.
Concerning the colonist bar at the top. It would be nice to have a little more functionality with it. Here are a couple things I would use:
1. Re-order colonists. Maybe some kind of color grouping system. Once I get a lot of colonists, it becomes more apparent to me that it's just a random string of colonists.
2. Right click contextual details on colonist in bar to prioritize certain things(eat, rest, etc)
Quote from: dv on January 27, 2017, 01:23:25 PM
Easy. Once you have 7-8 pawns, pick one to be your dedicated housekeeper, and set their allowed area to a smaller area than your home area.
its a nice work around. +1
yet making it user friendly way to do it would be nice.
Consistency in skill gain.
When constructing/smithing/tailoring/making components, you gain build/craft experience every 0.01 seconds.
When stonecutting or cooking, you gain craft/cook experience only when the job is complete.
Maybe use the same algorithm for all jobs? "If they're doing it, give them exp while they're doing it"?
Construction/smithing/... can be interrupted without losing progress, construction can even be continued with a different pawn. The xp need to be given cumulative.
Stone cutting/cooking/... leaves no unfinished product. Giving cumulative xp would allow for an exploit by aborting the process without resource cost. (because raw materials are directly converted into the finished product upon completion)
It would be nice if tailoring was a separate skill from smithing. My dilemna right now is I have only one or two decent crafters, and there are too many things to do. He needs to make parkas(which take a long time), but he also needs to make weapons and armor. Later in the game, he MUST be working on components. But then he can't work on weapons and armor or new clothes. It just seems like the crafting skill encompasses too much, and it'd be nice if it was split up.
Prioritize bleeding wounds, and/or allow manual priorities during treatment.
At the moment it's not even random, but it seems like doctors are programmed explicitly to heal wounds of missing limbs LAST, then other major bleeds, then small bleeds, and everything else that cannot affect immediate survival like burns and bruises are treated first.
Quote from: poseyjmac on January 28, 2017, 03:50:49 PM
It would be nice if tailoring was a separate skill from smithing. My dilemna right now is I have only one or two decent crafters, and there are too many things to do. He needs to make parkas(which take a long time), but he also needs to make weapons and armor. Later in the game, he MUST be working on components. But then he can't work on weapons and armor or new clothes. It just seems like the crafting skill encompasses too much, and it'd be nice if it was split up.
Huh? Tailoring
is separate from smithing and crafting.
The ability to save sets of mod configurations so that you can simply load a previous mod setup instead of having to individually select each mod every time.
Quote from: Rock5 on January 29, 2017, 02:51:37 AM
Quote from: poseyjmac on January 28, 2017, 03:50:49 PM
It would be nice if tailoring was a separate skill from smithing. My dilemna right now is I have only one or two decent crafters, and there are too many things to do. [...]
Huh? Tailoring is separate from smithing and crafting.
The tailoring, smithing and crafting work types all use the crafting skill. I admit it's a bit weird that a person who did nothing but smith guns can suddenly tailor fine clothing. Changing the skills won't help you (I dare say it would do the opposite), what you need is more manpower.
Some way to make pawns only use one workbench, while excluding all others. i.e, I want my crafting 20 pawn to only use the tailoring bench, while i want all my other pawns to use everything except the tailoring bench. I don't want my crafting 20 pawn to go off to other benches when they're empty.
Rimworld has elements of a survival game. Can we please have "nutrition per day" on pawn info screen ? Without it, stockpiling food for winter is hard.
Also, we can ration colonist drug use but not ration food ?
Wish I could prioritize people to haul stuff that degrades in rain.
I always end up clicking haul on everything, then pausing, interrupting and clicking haul again. I'm 100% I'm not the only one.
P.S. I like these text enhancing things. Fun to play with.
color conflicting buttons in the keyboard configuration
for gods sake, let me override AI commands on objects/pawns with rightclick.
BOB is sick.
(ENGIE is already healing BOB.)
Nope,.... rightclick on BOB and MEDIC is healing now.
ENGIE Standing next to GLittermeds but cant haul it, cause BOB in the opposite part of the map wants to haul it.
Nope,...rightclick and ENGIE is hauling it now.
now we have to manually draft/dedraft the first pawn and rightclick the command with the second.
this gets a bit tedious.
@Grishnerf A mod for that: https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335
yeah i know of that but thx, i just want that in vanilla. :-[
- health (or toughness) number:
It's kinda hard to see how much punch can take a centipede, a panther, a cobra, a colonist (no armor), apart from the obscure description and experience. So let's say a cobra has a health of 10, a panther= 40, a centipede=100... or whatever the math would show.
- move feeding a downed whoever from medical to hauling jobs. Kinda silly to waste precious doctor time on hauling meals when on another bunk a colonist is bleeding out in 3 hours.
Externalize more stuff...like pawn romance/attraction calcs
Quote from: gendalf on January 29, 2017, 08:38:28 PM
- move feeding a downed whoever from medical to hauling jobs. Kinda silly to waste precious doctor time on hauling meals when on another bunk a colonist is bleeding out in 3 hours.
It will lead to starving if no pawns are priorized to hauling.
In my opinion, feeding a downed should stay in the doctor task but heal wounds should have a higher priority inside this task than it.
When marking a body to be stripped, allow marking only specific items, like personal shield, kevlar vest, kevlar armor. Those are the only I care about and I have to manually forbid the rest after the body is stripped. It could utilize interface similar to the one where you order your own colonist to drop something.
This should be applied to prisoners as well.
*comatose people need a "doctor" to feed them, haulers are unqualified for that job
NeverPire, Thyme, the problem is that you can only force the "feeding task" to a colonist, who's allowed to work as a doctor job in the priority list (even if the skill is 0), if you (as you should) unselect priorities of all the low-skilled "doctors", you end up with no one being able to feed, except for your high-class *cough*yet 99% of the time failing*cough* surgeon, so you'll have to: set priority->force the job->unset priority. Moving it to haulers would just simplify the process.
If that's your problem, set all your pawns to doctoring, with lowest priority and only your real doctors to 1. Feeding definitely belongs to the doctor work type and skill.
Doing the sea ice challenge and thought of something. A 'Heat' Shield that protects you from the cold. Not sure if it would take up an armor slot or have any effect on combat but either way it would be handy for survival without the best kinds of parkas and also give pawns in raids or caravans something to use.
Quote from: gendalf on January 30, 2017, 06:42:54 PM
NeverPire, Thyme, the problem is that you can only force the "feeding task" to a colonist, who's allowed to work as a doctor job in the priority list (even if the skill is 0), if you (as you should) unselect priorities of all the low-skilled "doctors", you end up with no one being able to feed, except for your high-class *cough*yet 99% of the time failing*cough* surgeon, so you'll have to: set priority->force the job->unset priority. Moving it to haulers would just simplify the process.
No, no, you don't understand, I was speaking about let the feeding in the doctor task like now but forcing the doctor to treat all wounds before feeding downed pawns.
A pawn can wait some hours before eating, a wounded one needs immediate treatment.
In each field of tasks you have a hierarchy, like in the hauling field, rearming traps before hauling items.
I propose inside the field doctor to set treating wounds higher in the hierarchy than feeding.
Just make some floors flammable, like wooden or carpets. I would really like to see it. More realistic and harder to deal with fire if you aren't prepared carefully (for example fire breakers) , 'cause wooden base will burn to ashes even faster almost with no counterplay.
(sorry for my english)
Here's something that's easy to implement (and has been asked again and again)
New armor tag/flag:
- powered (or whatever, name is notimportant) - marks a piece of armor as strength-enhancing
Weapon tags:
- bulky (required power armor to be used without penalty. Without power armor, speed and aim penalty)
- massive (CANNOT be equipped without and armor with the "powered" tag. UN-equipping the armor automatically unequips and drops this weapon)
EXTRA: weapons come in regular and sidearm, let's increase that:
- "sidearm" is for one-handed small guns (bonus when second hand is empty, but allows something else to be used in other hand)
- "sidearm_P" is considered as one-handed for a user in power armor, a regular two-handed weapon otherwise
- "two-handed" is for regular two-handed weapons, these are ALWAYS used two-handed
Gradual desire/mood balance.
Simply put, desires will increase with colony wealth, as expectations become credible.
So no "shared bedroom" negative in the early colony days, since no one even has a bed yet!
Bascially Low Expectations, but gradual change in it's value, depending on time/wealth.
Disassembling mechanoids should take far more time, it just takes literaly seconds, but why?
Make spaceship parts A LOT BIGGER. like 3-4 times bigger.
That way you need to clear and protect a much bigger space for them, making them a bit more of a risky project, and also giving them the kind of "OMG" factor that they deserve.
They need to be worthy of 'game ender' status, instead of the piddly little things that they are.
Also probably add a few parts to the spaceship. Against just to increase size/cost/coolness
A cheap (I think) Idea is to have the ability to have a bill at a production station pull from a certain stockpile instead of a certain radius.
The only possible issue I can think of is a stockpile being deleted when a bill is using it.
*edit forgot what a bill was called in game
easier way to see eggs, maybe a box for eggs and force all animals have their eggs there.
With the (hopefully soon) addition of the often-suggested tasers, getting new recruits will become a lot easier (which might be why it's not implemented yet). To balance things out, here are some event ideas for prisoners. They will more likely be triggered if something bad happens to other inmates (organs harvested, sold into slavery, death...):
- prisoner goes on a hunger strike. Won't eat until release, starvation or a random amount of time has passed
- prisoner bargains for their release by offering information where on the world map you'll find a map with some valuable loot. If they're released there's a 50% chance for this event to happen: "The former prisoner mocks you from afar and will return with a large group of sappers now that they know the layout of your base"
- prisoner commits suicide
- colonist (most likely the warden) gets emotionally attached to a prisoner and receives severe mood debuffs the longer said prisoner is incarcerated or if something bad happens to them
- prisoner attacks warden. If warden is knocked out or killed, prisoner can open doors and attempt to flee
- prisoner awakens after battle with a certain chance of brain damage or weakened movement. Tasers are dangerous!
re: Blueprints AI Caravans and all i want for next xmas (long)
Each faction town begins with a caravan and a blueprint. the caravan may be visible on the world map busy trading,visiting and raiding other towns searching for resources it needs. The blueprint is a player-submitted single 'screen-shot' to keep data size small,built in order of sequenced prioritised areas. As the town grows to match the final blueprint it sends out bigger or perhaps more caravans with more options available to the npc trader pawn and thus the player in the form of new scenarios which build on the simple storyteller. Meet Prudence Cause, she's Randy Random's opposite evil twin. Every new and existing scenario in Rimworld has a cause and effect structure.
stop me if any of these are already implemented:
...Disease is contagious.
Factions are terratorial. Towns don't like it when you build in their backyard. Some tribes are nomadic,caravans without towns become refugees or re-settle. Pirates may choose to send a blue visitor while the red horde waits nearby. The vistor may be appeased via the trade interface - if you meet his demands the raiders live to fight another day. Orbital Insertions only on trade beacons, Mechanoids are drawn by comms consoles and ships.
Manhunter packs are drawn by food left un-hauled for too long,blood or drought in neighbouring hexes or simply by tracking starvation among the local herd, single mad animals are old and demented or occour during or soon after psychic waves. Mad animal packs just want to get from one corner of the map to the other and off as quickly , loudly and as madly as possible.
Eclipses and solar flares are cyclical, Blight affects neighbouring hexes. Toxic fallout is a late game event generated by certain blueprints and structures. Cargo pods are sent by towns capable of orbital insertion, Ship parts Crash big contains some of the cargo of whichever ship in orbit happened to crash. Zzzt only on exposed wires...
...
The player-built hover skimmer is always visible on-screen , floating seemlessly from one desert town to another trading outpost. The smooth transistion is accomplished by a small (20x20?) view-port in which the caravan travels through the proceedurally generated landscape. If i click on the guy piloting the craft i effortlessly witness the transistion into first person shooter mode..as my ai buddy thinks about whats for lunch .and could someone get all this done by next tuesday please thankyou.
meanwhile...
My ai buddy has had a long day. Load up skimmer. check. eat breakfast. check. pre-flight check. Glitterworld Ai Core drones on, simultaneously wondering how his soul's save file is only 64kb , which map to buy from the next trader, what rumour to act on next. check, sleep...not yet.
Lumi's long lost love-child's great great great-grandchild dreams of finding her descendant's inscription on tomb on Planet X, in System X , Seed X
edit : sanity cheque
Some cheap logic idea:
- Tools: People(specially prisoner) can't destroy wall/door/tree/rock/steel with bear hands, need a pickaxe, hammer,...etc for work or at least improving.
- Prisoner can't just go rampage and destroyed all the door/wall (even made by steel/stone) and mostly can kill or make a serious injury, sometime kill a full heath person before go down with only use hands.
- Prisoner zone: A zone that prisoner that can go out freely to maintain mood. And more security if prison break happen.
- Guess interacting: May be dev already have this in mind, but they should have some basic to interact with just not simple go and leave.
- Logic relationship: RNG grave me a son with old as twice as his mother. (Son age 56, mother age 21)
- Give up: People need to know how to give up. In rimworld they like someone and keep ask for romance and fails until success.... or become rival and kill each other. Need better logic or at least reduce the penalty.
- Priority zone: "Just stick here till your job is finished first, no slacker". Job priority just can't help with construction or mining require a lot of micro control, they just randomly do the nearest other and sometime forgot the job if something interrupted and leave it for a very long time if the player didn't noticed it, specially with the large colony and construction or far away mine.
- This world is very, very dark: this is just my opinion but it's also how i like the game, i just play around with character generate and i found a slave girl which being slave (if you know what i mean) for her whole life. Well, that seem like it's happen very often cause everyone in my colony alway show up naked, this is okay but need something related, a reason, a dialog may be, than just simple rng-ed and show up with no cloth or missing piece, some got raid, some not.
- Recruiting: need more way to recruiting people than just capture them for slavery, buy, or just wait until they got crashed... the rate of them join you on voluntary seen very low, or i just got bad rng all the time. (alway happen if i have fewer than 5 people and them never happen)
- Fences & window.
- Big door.
- Animal feed bowl, feed place.
- Barn bed: similar to pet bed but for barn animal.
- Pet bed assigning: pet should sleep with their owner, livestock can sleep where ever they want... in barn ofc.
- Watch tower: better security, safe from melle, more shot accurary, range (just got salted by got all colony(3) killed by 2 bow man standing in middle of nowhere when they have armed with guns and hidden behind sandbag) in the exchange of immobility, can't dodge genade, fire.
Quote from: Nieve on February 03, 2017, 05:21:32 PM
- Logic relationship: RNG grave me a son with old as twice as his mother. (Son age 56, mother age 21)
This happens all the time - it just means the mom spent a lot of time in a cryptosleep pod. Apparent age is listed first followed by chronological age, so the mom will be say 21 (100), meaning she seems 21 but is actually 100.
- An option to set priorities per farming field.
- An option to allow animals with haul ability to haul harvested crops even outside of their allowed area. (Currently you have to temporarily add harvested items to the animal's area with zoning tools and then remove the added area spots, when they're done hauling, before the animals start eating still growing crops. It's tedious to do it every time.)
- If 'no medical care X' is selected, prevent colonists from hauling to beds and feeding downed tamed animals.
- Add a separate optional option(so by default it should be tied just like before) for medicine preference for treating diseases with periodic treatment or immunity development requirement.
- Special separate zoning tool for cleaning priorities (first thing in the morning - clean your room!, only clean the "home area" if all the priority zones are clean)
- If you release a pirate raider after patching him up, the next raid from his faction will be either be smaller or pushed back by a few days.
(There currently is no benefit from capturing/releasing pirates other than doing it because you're playing as the "good guys", so adding one would be nice)
Whenever frozen meals are eaten (-1 degrees or less) colonist should have a mood debuff for eating them.
If the meal is refridgerated then there should be no mood debuff.
Quote from: Joel1 on February 04, 2017, 01:09:07 AM
Whenever frozen meals are eaten (-1 degrees or less) colonist should have a mood debuff for eating them.
If the meal is refridgerated then there should be no mood debuff.
well sounds ok. but? the meal instandly changes from frozen if they carry it out the fridge right? so its more a ate in the cold debuff ?
- wheelchair or exoskeleton for the colonists with broken spine
Technically, he's straight, he just have a strange fetish like everyone else, he just fascinated with lesbians, not gay... Even he's a transexual. Bisexual, maybe.
[attachment deleted by admin due to age]
The List of Modchanges when loading a game.
Instead of having a simple print dump jumble ..
Mod1,Mod2,Mod3 .. Mod121
Mod1,Mod2,Mod5,Mod4,Mod3 ... Mod128
put the lists next to each other
Mod1 - Mod 1
Mod2 - Mod 2
Mod3 - Mod 5
- Mod 4
- Mod 3
Colonists with Bloodlust should get an additional +1 mood bonus for each headshot they score, similar to green thumb.
1/ Cooking priority higher than consuming meal.
2/ Also Butchering have higher priority than cooking.
3/ Higher tier meal have priority to cook first.
Sound silly but this is awkward sometime, you have to do all the thing manually when have enough food and skill to make fine/lavish meal but they keep eating raw meat even i set cooking on the highest priority.
And some time they just keep cooking simple meal when there are tons of animal corpses wait for butchering.
Edit: 4/ Check the inventory first when forced priority job: some case they already have the item holding, instead of using it they drop it and come long way to the stockpile for another, that cost time moving and 1 other worker to haul the item they drop. And sometime, it's cost a life.
If you order a colonist to drop some of his gear but he's sleeping, instead he should remember that and drop the items once he wakes up. If that doesn't satisfy player and he wants to have items dropped immediately, he can always draft and then drop.
I miss the button to clear forced. My sleeping colonist is wearing a 14% tuque.
Quote from: b0rsuk on February 05, 2017, 04:11:57 PM
I miss the button to clear forced.
You should go visit it on the Assign menu. It misses you too :(
If I remember correctly there was a button to clear forced individual pieces of apparel. Anyway...
Expand animal bodyguards to cover not just hunting and taming, but also mining and hauling remote items (outside of home zone). My miners are often attacked.
Masochists should cut themselves slightly when having a mental break. They can also put hands into campfires etc.
I'm a newbie, just bought the game for less than a week, but has invested some odd tens of hours in the game. My suggestion is on the interface. Could you please put the animals' age as part of displayed info in "Animals" menu? My turkey is breeding like cockroach and I want to slaughter them according to age. I think it's a cheap interface idea. Please...
There's also user control capability. Is it possible to have us set such that all newly dead wild animal as not haul-forbidden? Every night I have to go through the entire map just to see if there's a freshly dead wild animal that can be hauled. I think it can be made as part of 'Control' option, or in game menu for particular colony. Either way works.
Surgery operations could needs a minimum medicine skill according with the difficulty of the job, like for growing in latest alphas. Some would need minimum 3, some 6 and 10 for the trikiest.
maybe a minimum crafting could be involved in bionics installing and repairing as well
Cat Phobia
Whenever there's a cat, a panther or other feline nearby, the colonist drops carried item and starts running away (cowering in fear). It doesn't matter if it's sleeping, peaceful, a pet or whatever. (Changes which involve new behavior are harder, but they're more rewarding and more visible to the player. I think you can make use of the current "run away" mechanic)
Dog phobia
Just like above, but for canines instead. Labradors, huskies, wargs, foxes, yorkies are all terrifying. See Angela Merkel.
Imagine a character hiding in his room because a trade caravan arrived with huskies.
Quote from: b0rsuk on February 06, 2017, 11:30:25 AM
Cat Phobia
Whenever there's a cat, a panther or other feline nearby, the colonist drops carried item and starts running away (cowering in fear). It doesn't matter if it's sleeping, peaceful, a pet or whatever. (Changes which involve new behavior are harder, but they're more rewarding and more visible to the player. I think you can make use of the current "run away" mechanic)
Dog phobia
Just like above, but for canines instead. Labradors, huskies, wargs, foxes, yorkies are all terrifying. See Angela Merkel.
Imagine a character hiding in his room because a trade caravan arrived with huskies.
Don't forget about rat phobia for all female pawns :D
Trophy hunter
Whenever the colonist with this trait kills a new kind of wild/manhunter animal, he permanently gets +0.5 mood bonus (stacking). Like a long term green thumb, but doesn't go away with time. Thrumbo is worth 5x more.
So let's see. Ice sheet and sea ice biomes can have:
snowhare, arctic fox, arctic wolf, polar bear, mufallo, infestation (x3). That's 8/2 = +4 permanent mood. Add two manhunter animals like boomrat and you get +5. Sounds fair. I even got megascarabs from cryosleep caskets. If it was +1 per animal type it would go through the roof in year round growing biomes. If you wanted to be funky you could count mechanoids too. And thrumbo event seems to happen every year.
It's funny because such a trait could give player a tiny incentive to migrate.
An option for 'only do x bill if y bill isn't possible'.
E.g: I want to be able to set up bills for both fine and simple meals, but I only want my cook doing the simple meal bill if he can't find the resources for a fine meal. Even if he has completed the fine meal bill, he should ignore the simple meal bill until fine meal cooking is impossible.
When you are choosing your colonists, it would be quite nice to have an overview of the skills they have. For example the normal skilltab showing you the best stats in each skill of the colony.
I think i'm not the only one changing up what i got randomly generated and i'm losing my overview quite fast. Suddenly you land on the planet and forgot to get someone with growing xD.
This function could also be used ingame just so you know who to capture or accept to have a balanced colony not consisting of artist only :).
Quote from: Sirappo on February 07, 2017, 10:23:32 AM
When you are choosing your colonists, it would be quite nice to have an overview of the skills they have. For example the normal skilltab showing you the best stats in each skill of the colony.
I think i'm not the only one changing up what i got randomly generated and i'm losing my overview quite fast. Suddenly you land on the planet and forgot to get someone with growing xD.
This function could also be used ingame just so you know who to capture or accept to have a balanced colony not consisting of artist only :).
Yes, yes, this. For each skill I would like to see the average of my starting people and the highest skill. It gets more useful the more people you start with, for example tribal scenario.
Please Expand the Stockpile and Growing Zone UI with the Create Zone and Delete Zone Buttons.
It is more intuitive and saves 3-4 clicks if I want to resize a Zone.
Buildings allready have the deconstruct and un/install button build in ( not all of them in vanilla, I know )
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Additional human areas please, there doesn't seem to be a max for animals but i think 4-5 is the max for pawns.... for those of us building towns it gets difficult to fine tune behaviours without additional areas.
Work priority presets. As like making an outfit and being able to name it, like to make a class. The same set up with work priorities.
heres an idea that can be done in about 1 to 2 minutes yet will fix a major (really Major) problem: power armor is power crap, legendary armor has 420 HP but can only lose 210 before it becomes tattered and not very good, the problem is that when the armor protects your colonists it takes the damage instead of the colonist, and with how high the chance is to block shots the armor starts getting rather.. Holy. Im not running a Crusade here so Holy Armor isen't what i need, i need armor sans holes and power armor is to expensive to just keep replacing suits after every raid (and thats with mods that make it much easier to get plasteel and other metals). i know, i know, if im rich enough to be facing this problem then i should be able to build really strong defenses, but i should also be able to equip an exceptionally well armed and armored goon squad if a killbox doesn't strike my fancy at the time, the arms part is easy, the armor however, see above.
overpowered? not really, if you can afford to make 6 suits+helmets then your likely just playing for fun by that point, or you already have a killbox from hell so the armor just lets you decide where to hold the "welcoming party" for any unwelcome guests
Quote from: amodchecker on February 08, 2017, 11:18:48 AM
heres an idea that can be done in about 1 to 2 minutes yet will fix a major (really Major) problem: power armor is power crap, legendary armor has 420 HP but can only lose 210 before it becomes tattered and not very good, the problem is that when the armor protects your colonists it takes the damage instead of the colonist, and with how high the chance is to block shots the armor starts getting rather.. Holy. Im not running a Crusade here so Holy Armor isen't what i need, i need armor sans holes and power armor is to expensive to just keep replacing suits after every raid (and thats with mods that make it much easier to get plasteel and other metals). i know, i know, if im rich enough to be facing this problem then i should be able to build really strong defenses, but i should also be able to equip an exceptionally well armed and armored goon squad if a killbox doesn't strike my fancy at the time, the arms part is easy, the armor however, see above.
overpowered? not really, if you can afford to make 6 suits+helmets then your likely just playing for fun by that point, or you already have a killbox from hell so the armor just lets you decide where to hold the "welcoming party" for any unwelcome guests
you might wanna try the mending mod
Save/load window:
Individual, per world tabs with ability to name the tabs (default name should be the seed of the world).
It's possible to tell your colonists to not sow a field in order to get them to stop planting there, but would it be possible to have a setting to stop them from harvesting while still planting/sowing? The only thing this would be useful for really is a hay field that you just have all of your animals in.
Quote from: PsychicDrone9000 on February 10, 2017, 01:54:23 PM
It's possible to tell your colonists to not sow a field in order to get them to stop planting there, but would it be possible to have a setting to stop them from harvesting while still planting/sowing? The only thing this would be useful for really is a hay field that you just have all of your animals in.
This is a great idea!
In my view, anesthetics can help control unruly pawns. It is medical based sedition. Now, currently you can 'sort of' do this now, by scheduling a heart removal or similar operation, and then waiting until the pawn uses the medicine to bring them to 10% conscious, and then canceling the operation & drafting the surgeon. This doesn't solve the unruly pawn's problem. It merely delays you having to deal with them, and they still require fed.
However, I really feel like it is missing an additional penalty for doing this. Medically, when you've got someone who is regularly in one position, unable to move, the condition known as pressure sores (also known as bed sores) develop. Left untreated it can cause open wounds or an ulcer, eventually leading into sepsis. Proper rotation can help prevent this, and to that end it should require some "doctor" to come in once in awhile and rotate them. It won't require addition graphics, just a few increasingly nasty debuffs the longer it is used, and of course, the ability to repeatedly sedate a colonist as a reoccurring operation.
Here's a quick idea that just occurred to me at three in the morning. That said, I'm not sure if it's been discussed before.
Administering drugs via medical operation. My reason for this: An injured colonist needs to use a specific drug to satisfy their urges, but is bed ridden. They're getting angry.
Another use: Administer a specific drug (likely luciferium for the sadists out there) to a prisoner before releasing them.
I want to be able to give animals prosthetics, or at the very least a doggy peg leg
Animals turning hostile when taming fails shouldn't become so bloodthirsty. It should be something closer to social fight - hit the colonist a few times, chase him away, but NOT assault his colony and fight turrets. Especially if colonist didn't harm the animal but was running away. The animal could stay jumpy for a few days and be aggressive, but in a territorial way.
Quote from: QuantumNelly on February 11, 2017, 03:15:12 AM
[...] Administering drugs via medical operation. My reason for this: An injured colonist needs to use a specific drug to satisfy their urges, but is bed ridden. They're getting angry.
Another use: Administer a specific drug (likely luciferium for the sadists out there) to a prisoner before releasing them.
Already in the game!
Rename Megasloths.
has been suggested many times:
Separate options for cleaning zones and fire fighting zones, instead of generic home zone.
I love the a16 caravan features! Having said that I almost always forget to set from which direction I want the colony to depart. Perhaps you could make it a popup after establishing the caravan options, or give it a seperate window off to the side of the caravan options. Just something to help me remember oh yeah thats a thing would be nice.
Powerswitch:
- make its on/off button work the same as for all other electric appliances - with a checkmark. (currently, if you press the button, you can't "unpress" it)
- integrate PowerSwitch (https://ludeon.com/forums/index.php?topic=2890.0) mod into the base game, it makes powerswitches a lot more usable.
You should be able to enslave a prisioner. Here's how it could work:
The slave would be still restrained, meaning he would move really slow, but he would be free to move anywhere within your "home" area. Besides that, his work efficiency would be reduced even further because it's forced labor.
He would go back to his cell after the day's work and would sometimes try to escape or fight, like any other prisioner.
Furthermore, he would only be able to do dumb labor, no cooking, doctoring, smithing, art or anything wich requires good skill or that could be used to poison your colonists :P
He could take care of animals (not train them, just milk and feed), haul, clean and plant, for example.
This would be a nice alternative for dificult to "convert" prisioners.
Oh, and once enslaved, he/she would never like any colonist again and you wouldn't be able to try and recruit him, only release, kill or keep him/her enslaved.
I hope this comes to be.
From the start of the game a text pops up, why not have cut-scenes before the texts? Like what Prison Architect does in the tutorial. I think more visuals of what is happening is more appealing rather than having texts and showing a few drop pods falling. The text can pop up after the scene to merely paraphrase/reiterate what happened in a flowery manner.
Another three in the morning idea. So, get this: Colonists have an inventory, right? But they only use it when taking stuff to new places in caravans!
So, consider this: Allow colonists to pick up different pieces of gear and hold it in their inventory. I think this would be a great idea because there's already a piece of UI that allows us to make a colonist use something in their inventory if they're carrying it. (A meal, for example.) So, let's say we give a colonist two weapons. One pistol, and a knife. The colonist will be able to engage in ranged combat and fight with something that isn't their bare hands. I'm not saying they should automatically switch weapons, but instead give us the choice between ranged and melee combat efficiency without needing two different pawns with two different weapons.
Okay, that's all from me.
Put the Uninstall and Remove Floor Button in every Building Menu that apply to them,
the same as cancel and deconstruct. And give them global hotkeys.
This balance adjustment to storage stacks: https://ludeon.com/forums/index.php?topic=30606.0
Allow growing hay to be eaten by Herbivores and Omnivores, and also create 2 events associated with them.
Event #1 - Bunny population explosion. Due to the abundance of planted hay, rabbit reproduction went into overdrive. This event would quickly mow down your hay, but would also be fantastic for target practice and provided a sudden burst of pelts and meat. This could be applied to any small hay eater animal.
Event #2 - (not written). But you don't have your area walled in, the hay is a huge draw to all the critters that need the sustenance. This could devastate the reserves for your own animals if you don't watch it (cool), but at the same time, would provide a supply of food that outpaces grass and does not need to be hauled to feed the animals that rely on it.
Not sure if I should be making a single post with all these so apologies. One event I'd like to see that I haven't encountered is
Cabin Fever
It would work like this: It has a lower threshold than pyromania and will trigger when someone is stuck inside for more than a 1.5 day/night cycle. When the pawn gets cabin fever they start pounding on the walls damaging them. This could also break a wall with wiring in it could electrocute him. But most of the time there would be a roll after x amount of hits to move to a new tile or continue pounding the current one to break out. If he gets outside, another roll will determine whether he strips off all his clothes and randomly runs around map naked for x amount of time. Once he comes out of cabin fever he will have a mood debuff if you put the same clothes on him for 1 day.
I have a lot of UI/UX requests that, to me, are small, but honestly I have no idea if the GUI is all glued together with twigs and XML or what. Here we go.
Hotkeys
- The ability to use meta keys (Shift, Ctrl, Alt/Option, Cmd) in binding shortcuts.
- Configurable hotkeys for (and these can even just be blank by default, so long as the option is there):
- (esp) "Architect > Orders" and "Architect > Zones", but really all the Architect sub-panes. Would be fine if relative to having the Architect menu open, but globals would also be great. (I am tempted to make my computer record the frequency I click those two buttons during an hour of RimWorld, and see if its a majority of all clicks.)
- Hotkey for "Re-select last selectable". A stack of 10 "undo de-selects" would also be nice, but less small. ("Who is free for hauling? Ah crap now where did that half a pig-corpse go? *scans whole map AGAIN*")
- Open the (i) Info inspector on an object.
- The lenses/options in the bottom-right, like the Beauty lens, or Toggle Zones
- The tabs available on an object, indexed right-to-left (eg, on a Colonist: 1 Health, 2 Needs, 3 Character, etc. The same hotkey for "Health" would toggle "Storage" on a Zone, "Bills" on a Workbench, etc. You know, just like with Orders.)
- A hokey for "Jump to Event", applying both to Letters (eg, "Zzzzt") and the white-text Notifications in the top-left ("A chunk of spacecraft has fallen nearby!") as if you clicked it.
UI/UX
- An option to increase *only* the size of the text that displays information about the tile under the cursor (at the bottom-left when nothing is selected). I'd also love the ability to anchor that box elsewhere (like, on the right, above the Weather/Date box, but below the Alerts/Letters queue). I frequently find I switch back and forth between UI Scales simply to make that text easier to read while I scan a new map.
- With all Areas (both Colonist and Animal), it would be great if I could double-click/right-click the color swatch in the Manage Areas pane to change it. A colorpicker would be nice, but even "double-click on the swatch to randomly select a new color for this area" would be better than add-delete over and over until I get ones that I can tell at a glance.
- Relatedly, it'd be awesome be able to reorder Areas/Animal Areas in the Manage Areas pane. The present ("Colors in the wrong place? Delete them all and start over!") is really a pain when you have a LOT of Animal Area rules.
- Still in Manage Areas: a button (after the "(X)" to delete) to clone an Area with the same settings, but a new color and name. This would make gradual specialization easier to attain with animals (for now, I do it by hand).
- Map Annotations. Complex systems hunger for tools to understand and organize your environment.
- Most Minimally: a key to "Jump to Base", which recenters the camera on your Dining Room (falling back to Rec Room, then Barracks, then biggest Room by tiles I guess). No save/load needed.
- Minimally: the ability to save/load Camera Location(s) -- just coords, no zoom -- like in RTS games. I have been using a Colonist Area I call "Notes" to highlight stuff on the map for later (like Silver/Uranium Ore, which is very hard to spot; likely rooms showing through in Hills; etc), but that still leaves me hunting about with the camera to figure out what I was looking for, and it can get cluttered.
- If you wanted to get fancy, an Annotations layer on the map would be nice, allowing you to drop Placemarks/Map Pins. Each Placemark can be given a name (like a Stockpile), a "Show/Hide" toggle (like a Growing Zone), and an action to Delete it. Placemark names would on map (at same scale as Colonist names), but in a different color (Purple? Green? harder: let me choose between 3!). As with Zones, a lens/button in the bottom right to globally hide Placemarks would be great (and work the same way as with Hidden Growing Zones).
- Anyway. I realize this might not be "simple", depending on how things like Planning Markers and Zones are implemented. It doesn't seem that bad, though, as there are lots of other presentation-layer map effects I can think of.
- Event Log. I'd love it if the History tab had a log of recent (10?) Event Notifications, both Event Letters and white-text notifications (top-left).
- Clicking on the title text in the log would display the same card as when it first popped up; for notifications (and "jump to" on cards), clicking focuses you on the attached object (or the initial coords, if there isn't one underneath).
- If the event asked for a choice ("A refugee being chased calls you for help..."), I'd show both the original Letter with both options, but highlight the player's choice ("Ignore the Message" aka "Have fun with those raiders, ex-wife") and then append an HR and the resulting event text.
- I'd find this useful as I seem to frequently gloss over details with Raids, and I'm left trying to read their jobs and gear to figure out if they're Sappers. I also seem to forget Ancient Danger and Cargo Pod locations pretty often.
I got two:
-Ability to uninstall/reinstall all workbenches.
'"Modular Design" Research project just below ship construction in terms of tech level that allows walls and doors to be uninstalled/reinstalled.
@ dsc do you mind if I integrate your suggestions / some of your suggestions into my thread ?
https://ludeon.com/forums/index.php?topic=30599.0 (https://ludeon.com/forums/index.php?topic=30599.0)
Tune ramping of number of manhunting boomrats event. Getting hundreds is overkill either in year 5505 and in year 5050.
Add mood as a factor in Animal Taming and Animal Training. Animals are very sensitive to human's mood, much more than 'talking'.
New joy item - stationary bike
It would work quite normally, except it needs to be connected to electricity and suffers breakdowns. The difference from other joy objects: it would generate power while used.
(http://pedalpowergenerator.com/wp-content/uploads/2015/02/diy-pedal-power-generator-kit_small.jpg)
As to why would Rimworld have bicycles but not mobile ones ? Because road came before the car. Not to mention bicycle.
Please add a "designated camp visitor waiting area zone" -- All too often my visitors are sitting at the front gates getting hit by unfriendly or my own turrets causing a ridiculous and easily avoidable faction loss.
For the wood powered stove, add a new bill for refueling it.
- make animals cost more based on their training progress.
- add the "follow when drafted/hunting" buttons to animals personal screens (probably into the training tab).
b0rsuk, I don't see how sitting on that thing would give me joy.. most of the joy from the bycicle comes from actually moving around which makes me thinking about transport suggestions:
- add faster than walking transportation methods within 1 map.
- add ability to build roads or railroads to other tiles to be able to quickly send miners there to mine out a lot of things or tame animals and send it back in carts.
my quick suggestion would be to look at the top mods and and see what they are doing why. It may pay to implement some of these features.
looking at the steam work shop and top mods through out the year I see
- prepare carefully: with full customization of the embark: granted this was expanded this year so good job we are on track
- camps: allow caravans to setup a camp: love it, great story telling opportunities and if your base is low on food you can send out hunting parties if there are few animals near by
- RimFridge: adds refrigerated storage: seems like this is something to improve labor efficiency, granted this was semi solved with the expansion of the time scale BUT i have still had situations where I had to move a production building closer to a stockpile
- Misc. Training: adds training workstations for some skills, this I kind of like, at least to the point of training up to a basic level having one doctor with a skill of 0 who level sup really, really slow, who you don't even want to level up because that means your colonists have to get sick or ignored with a crap doctor sucks (maybe limit to rank 3 or something, or make these books you can buy, or like animal training add a training mechanic beyond neural trainers)
those are the top 5 and each seem pretty decent
Quote from: dakenho on February 19, 2017, 11:33:35 AM
my quick suggestion would be to look at the top mods and and see what they are doing why. It may pay to implement some of these features.
looking at the steam work shop and top mods through out the year I see
- prepare carefully: with full customization of the embark: granted this was expanded this year so good job we are on track
- camps: allow caravans to setup a camp: love it, great story telling opportunities and if your base is low on food you can send out hunting parties if there are few animals near by
- RimFridge: adds refrigerated storage: seems like this is something to improve labor efficiency, granted this was semi solved with the expansion of the time scale BUT i have still had situations where I had to move a production building closer to a stockpile
- Misc. Training: adds training workstations for some skills, this I kind of like, at least to the point of training up to a basic level having one doctor with a skill of 0 who level sup really, really slow, who you don't even want to level up because that means your colonists have to get sick or ignored with a crap doctor sucks (maybe limit to rank 3 or something, or make these books you can buy, or like animal training add a training mechanic beyond neural trainers)
those are the top 5 and each seem pretty decent
Nice Try, The Purpose of this thread is to suggest stuff that need minimal changes to the game .. 1 manhour at max ..
I would like to steal lots of features from game called Gnomoria.
thou in it there is the possibility to mine downwards but implementing that in Rimworld would be lots of work so
but the colonist management is alright in it.
*FERTILIZERS production from animal crap, corpses, marsh.
*CLAY and the industry behind it. Bricks, Pottery Clay pump? that creates some amount of clay if enough water is applied
*HERDING of animals, maybe get dogs to be trained in it. maybe some way to make enclosure for animals.
*TELEPORT to other settlement. Very late game thing.
*TRADE-ROUTES "Merchant Mike tells you that if you can supply me whit 100 steel per year i will visit you every week.. deals would vary from good to bad"
*KNOWN OASIS/CAMP/INN places
Some might be more work than others. Maybe they all are too much work.
IDK if this is cheap or not (bc from what I've seen, wildness doesn't seem to be a stat that can have modifiers), but adding wildness modifiers for life stages seems like a good idea to me. For example, lifestage (baby) will have a 50% wildness modifier, while lifestage (juvenile) will have a 80% wildness modifier, making taming and training animals that are younger easier for your colonists. According to these placeholder modifiers, a wolf cub would have 37% wildness shown on its stats and would be a lot easier to tame and train than a fully-grown predator wolf.
2 cheap ideas:
1 - a symbol or different colour font in the trade/caravan screen for dead men's clothes. When a trader comes along I'm keen to sell all my clothes worn by corpses (as they have no use to me) and I want keep my spare clothes that my pawns have created. Having a symbol or something to quickly identify in the trade/caravan screen that an item was from a corpse would be a very handy thing.
2 - a simple toggle button for campfires and torches to say do not refuel. e.g. I have a campfire that is going to last until the end of winter, and when it does i no longer need it. Yet my pawns decide with no prompting to refuel it even though it has 2 days left, wasting wood. If you leave toggle on, then pawns will refuel just as they do now.
Add beach joy activities: swimming and sandcastle building
Quote from: SpaceDorf on February 17, 2017, 03:14:17 AM
@ dsc do you mind if I integrate your suggestions / some of your suggestions into my thread ?
https://ludeon.com/forums/index.php?topic=30599.0 (https://ludeon.com/forums/index.php?topic=30599.0)
Go for it. :) Maybe stick my name in?
1.) In stockpiles/crematorium priorities under the apparel tab, in addition to the "allow non deadman's apparel", also add a box for "allow deadman's apparel" Seems easy, but would allow you to make a stockpile of exclusively non-dead people apparel.
2.)When checking the power grid (by clicking on something connected to the power grid), possibly calculate how much battery life is left given the current percentage. It might say connected rate/stored/hours left. When the rate is positive (and the batteries are charging), it could display the hours left before the batteries become full. This could be useful for figuring out whether you're going to make it through an eclipse/whether you're backup supply is enough after you're batteries discharge in a violent explosion.
3.) Possibly add colonist art in the health tab. This may not count as a cheap idea (because of the art), but it would be cool to be able to see what the colonists look like in a more detailed view complete with facial expressions and clothing. I put this here because each colonist could have "stickers" (I don't know the technical term) layered on top of each other for body type (arms, legs, torso, face, hair), scars(all of the old wounds, actual real wounds), clothing (hats, jackets, more), and weapons. Again, the art alone disqualifies most of this idea from falling within the "1 man hour" mark, but the programming part seems possible if you have the sprites.
I tried to add a deadman-apparel filter myself and failed. It can't be too hard to do, I'm no programer tho. Much appreciated feature!
Another idea. Being able to castrate animals, under surgery tab. It would be extremely useful with population control.
Quote from: dsc on February 19, 2017, 11:24:17 PM
Quote from: SpaceDorf on February 17, 2017, 03:14:17 AM
@ dsc do you mind if I integrate your suggestions / some of your suggestions into my thread ?
https://ludeon.com/forums/index.php?topic=30599.0 (https://ludeon.com/forums/index.php?topic=30599.0)
Go for it. :) Maybe stick my name in?
On It, may take a bit I forgot how huge your suggestion was :)
Of course I will credit anyone who contributes ... and I try not to steal any Ideas without asking ..
When there are multiple colonists suffering from something, for example "tattered apparel" or "animal starvation", repeatedly clicking on the notification should cycle you through the pawns or problems.
Quote from: corestandeven on February 19, 2017, 02:47:00 PM
1 - a symbol or different colour font in the trade/caravan screen for dead men's clothes. When a trader comes along I'm keen to sell all my clothes worn by corpses (as they have no use to me) and I want keep my spare clothes that my pawns have created. Having a symbol or something to quickly identify in the trade/caravan screen that an item was from a corpse would be a very handy thing.
That's already in the game. It has a "D" after the name (unless that was added by one of the couple mods I use).
Quote from: tonisn on February 19, 2017, 01:10:43 PM
*HERDING of animals, maybe get dogs to be trained in it. maybe some way to make enclosure for animals.
Already in the game. Use a wall and set the zone.
Quote from: GabMSouza on February 20, 2017, 11:00:50 AM
Another idea. Being able to castrate animals, under surgery tab. It would be extremely useful with population control.
Nice idea, but you
can control population easily for say chickens. Set a zone for males and a zone for females that don't intersect. Or just euthanize the males that are born.
Quote from: dragonalumni on February 19, 2017, 01:43:03 AM
Please add a "designated camp visitor waiting area zone" -- All too often my visitors are sitting at the front gates getting hit by unfriendly or my own turrets causing a ridiculous and easily avoidable faction loss.
It would be nice if this was the same area where a caravan gets all its supplies in order. Sometimes my caravans have their rally set so far away from supplies that it takes them so long to gather everything the pawns and animals starve and/or collapse from tiredness.
Quote from: GabMSouza on February 20, 2017, 11:00:50 AM
Another idea. Being able to castrate animals, under surgery tab. It would be extremely useful with population control.
Quote from: jpinard on February 20, 2017, 02:09:38 PM
Nice idea, but you can control population easily for say chickens. Set a zone for males and a zone for females that don't intersect. Or just euthanize the males that are born.
Well, it is possible for chickens, but think about dogs or other pets, that are bonded with someone. You can't just sell or kill all males/females as this would cause a mood penalty. I'm thinking more on those pets.
I want some puppies to train them to haul, but when they reach a certain population, I would like to be able to stop reproduction without having to isolate any of the dogs and without having to sell or kill them, because of the foretold penalties.
Maybe adding animal riding, and with it horses? I just wanna be able to charge into the enemy with a rhinoceros mounted by a guy with a machine gun xD
Just a reminder, and i know its hard to guess what is cheap on time to code for those of us who are not programmers or have even dabbled in it (myself included)
But Tynan started this post for quick codes he can knock out in maybe an hours work, feel free to check the OP for the details.
For example coding mounts would entail coding the mount behavior, pawn behaviour and priorities, combat behaviours etc.
I know im guilty of over shooting the mark here as well and im sure tynan still loves all the suggestions he gets.
But for some of the grander ideas, maybe its own post to discuss its merits and flesh them out would be better?
here is one that maybe already in planning or somebody said it. healing yourself, say that you're a one man colony and you got scratch now your bleeding it'll scar and you'll get infected dieing this is a bit too unfair so an idea would be that small things like cuts and bruising can be healed with a -25% effectiveness. if you're high medical enough level you could heal bullet wounds or even amputate your self be then lay unconscious after an amputate unless you're lecky enough to heal before you get downed in the bed. things too serious will be slowed by lowered conscious . another idea would be a double bed sleeping spot. another idea maybe for later or help of modders is a water need with pumps water purification etc.
- Show who has nightowl trait in the restrict tab.
- Option to recolor zones.
Quote from: gendalf on February 21, 2017, 12:57:05 PM
Show who has nightowl trait in the restrict tab
Mind if I snag that for my UI Wishlist ?
Hi,
I want to improve workshop integration, so instead of loading mods from steam workshop you can simply move them from steam workshop folder to rimworld mod folder so they can be accessed offline and on startup just check files in workshop and mod folder and just delete them when mod if is removed from the workshop folder.
Sorry if it isn't so simply, I don't know much about rimword mod loading
Thanks Aroly7
"Assign to all" command for changing clothing. 24 pawns changing from combat attire to heatwave attire takes 48 separate clicks. Then 48 clicks yet again when heatwave is over. Please see this thread for discussion: https://ludeon.com/forums/index.php?topic=30711.0
Coconuts
A fruit that needs to be butchered. Stacks. Yields 40 coconut flesh.
Add a tab to the stockpile zones that allows you to set the color of the zone.
It would be nice if we could slide the pawn icons at the top center of the UI so we could arrange them into the order we wanted
A yellow notification whenever a predator on the map starts hunting one of your colonists.
Quote from: dragonalumni on February 22, 2017, 09:12:14 AM
Add a tab to the stockpile zones that allows you to set the color of the zone.
+1, OCD club unite!
Quote from: b0rsuk on February 22, 2017, 04:28:34 AM
Coconuts
A fruit that needs to be butchered. Stacks. Yields 40 coconut flesh.
But I'm allergic to coconuts...
"Early Bird" trait. Would work just like Night owl but they would want to wake up at 4am(ish) and sleep at 10pm(ish). I suppose this would they might have a slight -5 attitude with Night owls and vise versa.
Idea: add to storage option "Does not count resources" (in bills, resources count list etc)
why I need this:
- for example, I prefer to build all my structures from granite. I have separate storage for granite, not covered by trade beacons; all other block types goes to trade storage, covered by beacons; I'm not interesting how much stone blocks I have except granite, but they anyway spam resources count list.
- other example - I wear my colonists in "good" quality or better pants; so, I have separated storage for "good" and better undamaged (100%) pants, and have order to make pants until I have 20 in storages. but when my colonist changes damaged pants, he/she stores them in trade storage, and I still have 20 of them! (actually I have less that I can use, but...); after raid this situation is much worse, because I have clothes from dead bodies in HUGE amounts, so bill "make until 20" doesn't work too until I sell unneeded goods.
- wool, skins - I have many kinds of them (in jungles, animals born & die quickly). all these just spam resources count list.
all these situations will be solved, if I mark my "Trade storage" (it is fully covered by trade beacons, and only unneeded goods comes here - so, I really don't need to know how much resources in it) as non-countable.
Idea: Have Weapons on the Outfit Dialog
Reason: Why not allow me to create an outfit that includes equipment such as a Sniper or Assault Rifle or Long-sword? I would have 3 Outfits (for lack of a better name) for each which would allow me to re-use the same Colonist for different situations. This also reduces/eliminates the need for the me to micromanagement the weapons via Force Drop and 'Go pick up'. If the default Allow would be ALL, the behaviour would be exactly as of A16.
Plus: Equipment could be tracked exactly as Apparel, meaning, if I changed the Outfit on the Assign tab (with different weapon) the colonist would automatically go drop the current weapon and fetch the new one.
Here a (most probably) really cheap suggestion that would be very helpful (for a lot of people):
Make a button (or keyboard command) that switches off all overgrowth over the terrain (i.e. grass, flowers, bushes, trees) so hat only the underlying terrain is visible.
Reason:
Overgrowth makes it harder to see the borders of terrain types (for example rich soil, or normal soil) and therefore, with all the overgrowth in more fertile regions it is rather hard to plan out your growing zones (if you want to keep them all in one terrain type).
Being able to remove all overgrowth gfx therefore makes it much easier/faster to lay out the growing zones
An additional suggestion regarding zones:
When clicking on the zone (both, growing zones aas well as stockpile/dumping zones) show us the number of tiles that are included in this zone
Picky Eater trait, one for tribals, and one for spacers: They get a mood debuff if they eat a meal made with meat they're not used to. For tribals, they would only want to eat Alphabeaver, Boomrat, Muffalo, etc. For the spacers, it would prefer traditional meats like Turkey, Pork, and Beef. It would also have about a (5%? 10%?) chance for any meal bought from traders.
Please tone down ridiculous weapons on caravan traders. Caravan guards should carry more practical weapons, not handgrenades, incendiary launchers and other siege weapons. Molotov cocktails are tolerable as long as we buy into the 'rugged and poor rimworld' idea. I would be happier to see more pistols, shotguns, maces, spears, maybe even shivs. But not weapons that cause great chaos and will often kill caravan animals and companions, or set trade depot on fire.
Quote from: b0rsuk on February 24, 2017, 01:16:31 PM
Please tone down ridiculous weapons on caravan traders. Caravan guards should carry more practical weapons, not handgrenades, incendiary launchers and other siege weapons. Molotov cocktails are tolerable as long as we buy into the 'rugged and poor rimworld' idea. I would be happier to see more pistols, shotguns, maces, spears, maybe even shivs. But not weapons that cause great chaos and will often kill caravan animals and companions, or set trade depot on fire.
( +infinity ) .. I only say "shooting range mod" ...
Rebalance meal ingredients so that "vegetarian" societies can benefit from fine and lavish meals, too. Instead of requiring specific amounts of veggies and meat for fine and lavish meals, instead require simple, fine and lavish meals to be made from one, two or three different types of raw ingredients.
suggestion for a mod or for vanila:
* Missions involving caravans:
- Send a caravan to rescue someone (with potential ambush). Given via comms console.
- Salvage items. Given via a visiting guest or a trader.
- Explore abandoned settlement (with a chance for meeting neutral people in it). Given via comms/trader/visitor.
- Send reinforcements to defend a settlement. Only available if you have a pod launcher. Award is based on the number of killed allied(not yours) pawns and total prosperity and tech level of the allies. Given via comms console.
- Destroy a rader base. Mission goal = kill the leader. Award is based on the quest giver type. Given via comms/trader/visitor.
- Trade mission. Deliver a certain amount of an item and get 100% worth of its price paid in X. Given via comms or a trader.
How about if we have a pawn selected and we right click on a bed, we could prioritize going to sleep or taking a nap?
can you make it so you can specify where a prisoner might be spending his time
like if i had a really cruel prison for pirates but for other prisoners that i want to recruit i could send them to a nicer prison
On plant 'i' screen, please list tolerated temperature.
When you clear prioritized work on a colonist forced to rest in bed, he shouldn't immediately wake up, he should continue sleeping.
Hi guys. I was just killing 12 raiders with my released wolfs and two of them died. So i had this idea, why not adding armors for animals? It would be craftable with the forge and would add more survivability to released animals. I think i'm not the first to think about this and i hope it will be possible one day in this awesome game !
When you're trying to prioritize hauling an item, if it's already in a stockpile and other stockpiles are of equal or lower priority, right clicking on the item produces no message. No grayed out line of text. This makes hauling hard to debug, it appears unresponsive and several times I was scratching my head wondering why hauling is not even mentioned. Please add a grayed out option like "Can't haul Berries x75 - already in best stockpile".
In the same vein, if you set skill requirements in worktable bills, it's possible that a colonist will advance in skill and escape the skill range. When he no longer qualifies for the task, right clicking on the table to prioritize produces no message. Again, this feels buggy and unresponsive.
I often right click on a job to investigate why a colonist isn't doing it. The grayed out options are for most part helpful. Please add the 2 above messages to make it complete.
A quick search didn't show anything for this so...
* Energy tab
Just a page that shows the structures than gives and takes power, and the total output. Extra function could be to right-click on a structure and choose to switch it on or off. Same info and functions you get on the structures, but on just one tab for a better overview.
Obesity and anorexy traits?
Though in Rimworld conditions, the first could be converted into latter... which means it's not a trait but a new character attribute. Might be not so cheap in the end.
Combat Suppliers should trade in animals which have good DPS. Especially predators.
Psychic Soothe Pulser should instantly clear all Mental States on the map. Then it will be worth using and buying. You can also make it last twice as long.
Dandy (colonist trait)
Each piece of clothing worn by this person must be made of a different material or he suffers mood penalties. Cloth, devilstrand, leather, wool. Wool types and leather types count as separate materials. Maybe a harsher variant treats all wool and leather the same.
Quote from: b0rsuk on March 03, 2017, 03:47:03 PM
Dandy (colonist trait)
Each piece of clothing worn by this person must be made of a different material or he suffers mood penalties. Cloth, devilstrand, leather, wool. Wool types and leather types count as separate materials. Maybe a harsher variant treats all wool and leather the same.
Probably already been suggested, but some way to define outfits based on material, as well. E.g. I only want my colonists wearing devilstrand and muffalo wool, or you're allowed to wear dusters, but only if they're made of human leather.
Quote from: Jovus on March 03, 2017, 11:12:21 PM
Probably already been suggested, but some way to define outfits based on material, as well. E.g. I only want my colonists wearing devilstrand and muffalo wool, or you're allowed to wear dusters, but only if they're made of human leather.
Solution:
Forbid all apparel that is not made of mufallo wool or devilstrand, or isn't a human leather duster.
Quote from: b0rsuk on March 04, 2017, 02:57:14 AM
Solution:
Forbid all apparel that is not made of mufallo wool or devilstrand, or isn't a human leather duster.
Extreme micro is not a solution, it's a workaround for a missing feature.
Give me a way to estimate caravan travel time to a destination without forming an actual caravan. Assigning a person to a caravan, waiting him for leave the map, then right clicking at a destination is awkward.
Quote from: VouLT on February 23, 2017, 06:03:01 PM
Idea: Have Weapons on the Outfit Dialog
Reason: Why not allow me to create an outfit that includes equipment such as a Sniper or Assault Rifle or Long-sword? I would have 3 Outfits (for lack of a better name) for each which would allow me to re-use the same Colonist for different situations. This also reduces/eliminates the need for the me to micromanagement the weapons via Force Drop and 'Go pick up'. If the default Allow would be ALL, the behaviour would be exactly as of A16.
Plus: Equipment could be tracked exactly as Apparel, meaning, if I changed the Outfit on the Assign tab (with different weapon) the colonist would automatically go drop the current weapon and fetch the new one.
Combat Realism (soon to be Combat Extended afaik) does exactly this.
This has probably been said before, but restricting the quality of the meal people can it, like with medicine. I.e select my prisoners to feed simple meals and not my lavish meals.
When there's a an animal marked for hunting nearby, and you draft a colonist with animals, and you release those animals, your animals should go and attack the one marked for hunting.
Add the Temperature to the information that is displayed for Temperature Changing Items like Steam Geysirs, Power Plants, input and output of coolers ..
This would help to better account for their impact on the environment.
And as a larger change this could make them more dangerous as sources for fire
and injuries for colonists.
Quote from: b0rsuk on March 05, 2017, 02:20:50 AM
When there's a an animal marked for hunting nearby, and you draft a colonist with animals, and you release those animals, your animals should go and attack the one marked for hunting.
Oh yes please. I asked for this a while ago.
Ability to craft clothing that protects from toxic fallout. Ability to grow coffee beans: small joy and movement bonus without negative side-effects.
This has also probably been said but smart stacking items. I'm sitting here looking at my stockpile with 1 silver taking up a spot, 33 silver in another, and so on. And there's no way to re-haul that to move it together unless you want to make another stockpile with higher priority and move between, which is just a waste.
give EACH leather slightly different values
Quote from: giannikampa on March 06, 2017, 04:21:40 AM
give EACH leather slightly different values
I think you mistook this for the Bad suggestions Thread :-D
Quote from: Venge on March 06, 2017, 12:16:40 AM
This has also probably been said but smart stacking items. I'm sitting here looking at my stockpile with 1 silver taking up a spot, 33 silver in another, and so on. And there's no way to re-haul that to move it together unless you want to make another stockpile with higher priority and move between, which is just a waste.
I'm not sure this counts as a cheap idea since I think it would take more than an hour of work to complete, but we wantsss this, preciousss.
I've started referring to it as inventory defragmentation. I'd like a new work type of "organize inventory" that can have bills assigning priority to specific stockpiles. Then the pawns go and consolidate and organize the items in that stockpile as best they can.
If there's a notable traveller or a few travellers with high Animals skill, they should often have a random animal pet with them. An aardvark, a quokka, a moose etc.
Tweak to people dying mood debuff:
Instead of people getting over a person's death all at once, maybe it could decay over the same amount of time. Could maybe be balanced by making the initial debuff larger. Really weird/annoying waiting for my cranky colonist to get over their fiancee's death on a specific day.
Cheap Suggestion
Move the text notification box down a bit, so that it doesn't interfere with seeing and interacting with the pawn icons that run along the top of the screen.
(https://s6.postimg.org/86b5c9as1/textbox.png)
New Trait:
Easily Bored- 2x joy depletion
- 2x tolerance accumulation for joy activities
Quote from: SpaceDorf on March 06, 2017, 01:16:21 PM
Quote from: giannikampa on March 06, 2017, 04:21:40 AM
give EACH leather slightly different values
I think you mistook this for the Bad suggestions Thread :-D
sorry for arguing in this tread, my point is there is no reason to have different leathers if they all have same values (i mean most of them): at this point you just drop generic leather when you butcher an animal, but it is not like this so give the player some reason to care what he has in stockpile and what to use for his tailorings
Quote from: giannikampa on March 07, 2017, 03:12:07 AM
sorry for arguing in this tread, my point is there is no reason to have different leathers if they all have same values (i mean most of them): at this point you just drop generic leather when you butcher an animal, but it is not like this so give the player some reason to care what he has in stockpile and what to use for his tailorings
And thats the truth of it ..
But I think giving every type of leather different values just adds to the problem.
You are still confused of which leather would be best, but the list becomes even longer.
I would prefer to condense the leathers to a few types with similiar abilities and some different colors.
Different leather names vs merged leather types appeal to different people. People who are excited by new functionality and new possibilities (like me) prefer to only have types of leather that actually differ. On the other hand, some people are excited by leathers with different names and different colors. But it does lead to awfully large stockpiles and inability to craft pants if you have 49 raccoon leather and 1 mufallo leather. People who worship names and colors love to download mods that add 20 new plant types that are virtually indistinguishable.
If it was up to me, I would merge meat types too. Because functionally there are 3 meat types: animal, insect, human.
I would merge stone types, and add new craftable resource: paint. You would build walls out of generic stone then apply desired paint on it.
Make drafted pawns not run around at random when on fire, but just stay in place and beat the fire out. I can see it when it's a civilian and they panic, but when my battle-hardened sniper gets hit by the splash from an inferno cannon and responds by running out from behind the wall, across the sandbags and directly toward the mob of mechanoids that are trying to kill her it really strains credulity. For balance, you shouldn't be able to draft an already-burning colonist to stop the panic, and a burning draftee still shouldn't respond to orders until the fire is extinguished.
Quote from: PetWolverine on March 07, 2017, 06:19:59 PM
Make drafted pawns not run around at random when on fire, but just stay in place and beat the fire out. I can see it when it's a civilian and they panic, but when my battle-hardened sniper gets hit by the splash from an inferno cannon and responds by running out from behind the wall, across the sandbags and directly toward the mob of mechanoids that are trying to kill her it really strains credulity. For balance, you shouldn't be able to draft an already-burning colonist to stop the panic, and a burning draftee still shouldn't respond to orders until the fire is extinguished.
Stop, Drop and RollThat sounds like a trained skill pertaining to firefighting. Does firefighting have any skill dependencies? If not then maybe some medical skill for first aid could be counted.
Order animals to go into cryptosleep chambers. I know nothing about programing but you can order colonists so why not animals?
I have just finished my first complete game and even built 5 extra cryptosleep chambers thinking to take a ship's cat and four of my fave animals with me. I couldn't believe I couldn't take any animals with me. There absolutely should be a way to take your animals with you - maybe not a boomrat though ; )
Quote from: b0rsuk on March 07, 2017, 04:34:33 PM
Different leather names vs merged leather types appeal to different people. People who are excited by new functionality and new possibilities (like me) prefer to only have types of leather that actually differ. On the other hand, some people are excited by leathers with different names and different colors. But it does lead to awfully large stockpiles and inability to craft pants if you have 49 raccoon leather and 1 mufallo leather. People who worship names and colors love to download mods that add 20 new plant types that are virtually indistinguishable.
If it was up to me, I would merge meat types too. Because functionally there are 3 meat types: animal, insect, human.
I would merge stone types, and add new craftable resource: paint. You would build walls out of generic stone then apply desired paint on it.
I agree with merging meats, but leathers have different colours. Perhaps combine the different leathers of different animal types by stats, but keep them separated for crafting. Then labrador hide and Yorkie skin would be functionally the same but have differing colour. Rhino hide, bearskin, thrumbo leather etc would all be tougher than others, while rat skin, hare leather and other small critters would be weaker but lighter. etc
I also disagree with merging stone types. I dislike that Minecraft did this from the start. Different stone has different properties; slate is brittle, granite is hard, limestone weathers easily and marble is very soft. This means the stone types you have from the start actually affects your playstyle of that colony. If you don't start with marble, you can't as easily make a living from art sculptures. If you don't start with granite, you'll have weaker stone walls and be more susceptible to sapper attacks. If you don't start with slate, good luck finding something quite as nice as the black walls that slate offers.
The more unique resources (with their own uses) there are in the game, the better, imo. It would be even better if biomes had some resources specific to them, too. This encourages more specialisation in terms of playstyle and gives more incentive to spread out and settle other supply colonies to gather resources from nearby tiles. This all, of course, requires more uses for these resources, but I'm sure there are hundreds of things that could be readily added to the game that requires specific resources to use, build or research.
Quote from: Aerial on March 06, 2017, 01:31:45 PM
Quote from: Venge on March 06, 2017, 12:16:40 AM
This has also probably been said but smart stacking items. I'm sitting here looking at my stockpile with 1 silver taking up a spot, 33 silver in another, and so on. And there's no way to re-haul that to move it together unless you want to make another stockpile with higher priority and move between, which is just a waste.
I'm not sure this counts as a cheap idea since I think it would take more than an hour of work to complete, but we wantsss this, preciousss.
I've started referring to it as inventory defragmentation. I'd like a new work type of "organize inventory" that can have bills assigning priority to specific stockpiles. Then the pawns go and consolidate and organize the items in that stockpile as best they can.
There are two different mods on the workshop that do this in slightly different ways, I'm sure Tynan could implement this in under an hour with ease.
Third post in a row! *Ahem*
The ability to define the size of the map to create when settling a new colony with a caravan would be nice.
Oh also, this was mentioned a long while ago but the ability to place stockpiles on top of tables (and thus modded tables like the counters from More Funiture) would be great! I'd like to be able to have a counter in my kitchen filled with vegetables and freshly butchered meat to speed up cooking. I know there's a mod that can do this, and you can do it with just stockpiles on the ground, but who really puts raw food on a kitchen floor?!
Display wildness and minimum handling skill in the training tab on animals.
2 Tile Wide Doors.
Quote from: Lurmey on March 08, 2017, 02:30:21 AM
Quote from: b0rsuk on March 07, 2017, 04:34:33 PM
Different leather names vs merged leather types appeal to different people. People who are excited by new functionality and new possibilities (like me) prefer to only have types of leather that actually differ. On the other hand, some people are excited by leathers with different names and different colors. But it does lead to awfully large stockpiles and inability to craft pants if you have 49 raccoon leather and 1 mufallo leather. People who worship names and colors love to download mods that add 20 new plant types that are virtually indistinguishable.
If it was up to me, I would merge meat types too. Because functionally there are 3 meat types: animal, insect, human.
I would merge stone types, and add new craftable resource: paint. You would build walls out of generic stone then apply desired paint on it.
I agree with merging meats, but leathers have different colours. Perhaps combine the different leathers of different animal types by stats, but keep them separated for crafting. Then labrador hide and Yorkie skin would be functionally the same but have differing colour. Rhino hide, bearskin, thrumbo leather etc would all be tougher than others, while rat skin, hare leather and other small critters would be weaker but lighter. etc
I also disagree with merging stone types. I dislike that Minecraft did this from the start. Different stone has different properties; slate is brittle, granite is hard, limestone weathers easily and marble is very soft. This means the stone types you have from the start actually affects your playstyle of that colony. If you don't start with marble, you can't as easily make a living from art sculptures. If you don't start with granite, you'll have weaker stone walls and be more susceptible to sapper attacks. If you don't start with slate, good luck finding something quite as nice as the black walls that slate offers.
The more unique resources (with their own uses) there are in the game, the better, imo. It would be even better if biomes had some resources specific to them, too. This encourages more specialisation in terms of playstyle and gives more incentive to spread out and settle other supply colonies to gather resources from nearby tiles. This all, of course, requires more uses for these resources, but I'm sure there are hundreds of things that could be readily added to the game that requires specific resources to use, build or research.
+1 to this.
I will say, however, that some of the leather types really should go away. Not because there are "too many" but because rat leather should not be a thing. Who in their right mind is going to skin three hundred rats in order to sew a pair of pants?
Killing a rat should get you a small portion of meat and that's it. Same with squirrels and any other very small animals. Rabbits, raccoons, chinchillas should give small amounts of fur rather than leather, which can only be used for specific items. Rabbit fur hat - awesome! Rabbit fur t-shirt - not so much.
The same thing on the other end. Elephant leather? Might make a great couch, or at least a really durable one, but I'd think elephant leather pants would chafe and be highly undesirable.
The real problem with all of the different types of meat and leather is that they don't have different functionality and should. As long as you can make any piece of clothing out of any leather with no real difference in the end product, there's no reason for different leather types. Same with meats. If it all goes into simple/fine meals, who needs to differentiate?
The problem there is that finding good uses for the variety of resources is a major source of enjoyment of the game. Taking the variety away will lessen the gameplay for many people. Instead, I think there should be better variation in clothing and cooking based on the wide variety of resources that have been made available.
Quote from: Aerial on March 08, 2017, 09:02:14 AM
The problem there is that finding good uses for the variety of resources is a major source of enjoyment of the game. Taking the variety away will lessen the gameplay for many people. Instead, I think there should be better variation in clothing and cooking based on the wide variety of resources that have been made available.
Good point, limiting the player's creativity is never a good idea. I agree that it'd be much better to add more uses for the resources available without sacrificing the ones already existing, but I do quite like the idea of having certain projects absolutely require a base resource. Like how cryptosleep chambers require uranium, multi-analysers require gold etc. More machinery and buildings of all kinds, just generally more content to use and mess around with.
Not sure if it was posted already, but: make more objects relocatable. Like workbenches, coolers, doors, hoppers, vents... There are plenty of objects in the game for which this would make sense. UPD: apparently this is in frequent suggestions, so please disregard this.
Manhunter pack
* allow mixed manhunter packs (2-3 types)
* allow unique manhunter packs (monkey, elephant, yorkie, alphabeaver, occasional thrumbo, cobra, squirrel, turtle, ostrich, snowhare, ibex, lynx - no two animals from the same type)
* mix juvenile animals into manhunter packs. Why not ?
* you could add human organs to manhunter animals' inventory sometimes, so they drop when they're killed and it's extra creepy.
add a timer ability for electronic devices. like the work schedule we have already, or like the teacher schedule available in the leadership mod. let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.
let us access animal health from their tab. and/or adjust their automatic medical level to 'just doctor.' it's easy enough to change the parameters of your starting animals, but once you get a good tamer-pawn and/or any amount of livestock, you can find your medicine quickly depleted. it's already hard enough to keep animals from eating your food, let's not bleed medicine on pets as well.
thanks! =]
edit: and could we force-clothe prisoners, please?
Quote from: gratua on March 08, 2017, 03:59:11 PM
edit: and could we force-clothe prisoners, please?
Put a single tile stockpile for tribal wear in your prison. Set it to critical.
From there prisoners dress themselves, the mood is gone, but you can happily strip them.
Make plasteel walls not burn.
Make a strike on the colony by dropping in insane animals from raiders. Particularly at winter when low on food. Want to not starve? Fight for it.
In the Animals tab, there's a column that shows animal pregnancies and hovering mouse over it shows displays progress (how many days it lasts for an animal, how many days passed). There's also a maturity column, showing baby/juvenile/mature. But when you hover mouse, it doesn't show you when an animal matures.
Currently there is really few animals and i think animals are one of hotspots of this game, so I suggest to put more animals to game. Riding a wild horse, anyone?
Quote from: Lav on March 08, 2017, 02:21:44 PM
Not sure if it was posted already, but: make more objects relocatable. Like workbenches, coolers, doors, hoppers, vents... There are plenty of objects in the game for which this would make sense. UPD: apparently this is in frequent suggestions, so please disregard this.
There's a mod called MinifyEverything on the workshop that does this, but the vanilla game could certainly use it.
Quote from: gratua on March 08, 2017, 03:59:11 PM
add a timer ability for electronic devices. like the work schedule we have already, or like the teacher schedule available in the leadership mod. let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.
I would love to be able to build logic circuits akin to Minecraft's redstone and being able to automatically turn off bedroom lights at night time and disable the coolers during winter would also be really nice. I fear it should definitely be very end-game, though, as otherwise, it doesn't really fit in with the whole RimWorld vibe of a rag-tag band of survivors jerry rigging everything to just about survive on this hostile world.
Small sculptures should be possible to place on dining tables. That way they would at least have a use. The only purpose of small sculptures seems to be currently to make them out of gold, jade and other precious materials. Also, why not standing lamps and torch lamps ?
When a colonist is selected, please display his war beasts that will come next to the Draft icon. Animal assignment changes dynamically, for example when new animals are born or you change their master, especially if it's a bonded animal. Or you have a habit of keeping baby animals away from combat but in combat once they're mature or juvenile. Or you had an animal not assigned to combat because it was badly injured after previous raid. If UI space is an issue you could display animals as tiny icons with numbers, similar to how Dungeon Keeper did it. It's not fun to go to the Animals tab just to make sure an animal WILL run away when your colonists are drafted. I often draft animal masters when there's an emergency.
When an animal is selected, please display its master on the UI. It would be useful to check who I need to draft to pull that particular camel or fox away from the dropping enemies or infestation zone.
Make all starter animals start with obedience, make starter animals for rich explorers start 100% trained (I figure a rich person could afford an expertly trained dog)
Quote from: mumblemumble on March 09, 2017, 05:50:03 PM
Make all starter animals start with obedience, make starter animals for rich explorers start 100% trained (I figure a rich person could afford an expertly trained dog)
My mod came with 2 dogs I trained them in 12 days to max. In an easy pushup mod it could be great, since wild animals take longer time later.
If you're generating plasteel on maps, you may as well generate it in form of plasteel walls to deconstruct. More generally, it would give a nice flavor if more of resources on map are not mined but have to be reclaimed from derelict structures and wreckage.
Add speeds for caravan movement : Cautious, normal, Grueling, similar to oregon trail
Higher speed obviously gets you there faster, and makes food last a bit longer, however is a bit more stressful, harder on the body, and more likely to end up in bad situations
Cautious is slower, needs more food, but allows healing to happen easier, is less stressful, avoids nasty situations easier, and runs into good situations easier.
---------------
Let camera zoom in closer, so you can see a person in 800 x 600 take up 1/5 of the screen.
Add low priority pop-up(like the yellow ones?) when you run out of storage and still have possible hauling jobs. I have ran into a problem of pawns not hauling things until only later I realized I don't have enough space for storage.
Important for the pop-up to have a few conditions:
1. There is one or more storage spots configured for the specific item
2. The item is set to be hauled (not forbidden or set to haul for slags/chunks)
3. All the stockpiles that allow the item are filled up. (Of course does not apply to any other stockpiles that have the item forbidden.
The pop-up can look something like: "The storage for *insert storage type here* has run out!"
An example: "The storage for raw resources has run out!"
Or it can be more specific: "The storage for power armour has run out!"
Quote from: gratua on March 08, 2017, 03:59:11 PM
add a timer ability for electronic devices. like the work schedule we have already, or like the teacher schedule available in the leadership mod. let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.
I second this, to expand on this suggestion:
Let us add "bills" to things like lamps, sun lamps and any other electrical devices. They essentially tell pawns when to switch them on and off.
Quote from: Nordwolf on March 11, 2017, 04:06:43 AM
Quote from: gratua on March 08, 2017, 03:59:11 PM
add a timer ability for electronic devices. like the work schedule we have already, or like the teacher schedule available in the leadership mod. let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.
I second this, to expand on this suggestion:
Let us add "bills" to things like lamps, sun lamps and any other electrical devices. They essentially tell pawns when to switch them on and off.
Agreed, I have fixed the timetable for many days, and to save energy trying to switch off lamps at right time, but with the schedule bill it would be much more time-efficient.
Cheap Enhancement
Put an option in to switch the clock to in-game time instead of IRL time.
When the time to name your settlement and faction comes, there should be buttons to reroll random name.
It would make more sense to make player choose faction name at the moment he founds his second colony.
I would really appreciate a tool to measure distances on the colony map. I would use it to design my base and perimeter around weapon ranges, for example design a base with shotgun range in mind. The tool could work similar to Plan tool, but it would create a single point with a slider for changing highlighted area's radius. Wait, I have an idea! When you draft a colonist, and manually order him to aim somewhere, the tooltip should display distance in tiles.
I'll post this again. A guy can dream.
(http://i.imgur.com/vMg036A.png)
MEAL RESTRICTIONS
if even just for prisoners. if you dont have the level of food selected, then the pawn will eat or be fed the next level down, if there is none then the next level down and so on. Unlike medicine tho if there is still no food at that level or lower, the next level up will be eaten - so they dont just die while you fail to notice the "Starvation" thing on the side
honestly i really want like a WORK tab, but for the food levels, god i would die - assign certain saved food preferences uhhhhhh my pants
- i guess the raw with a line through it could be like insect meat, human flesh, kibble
Since the injury healing thread took quite a tumble of ideas, I suggest that by the level of medicine skill, there should be specifications (like with animal care). For example surgery, bandaging, ill-feeding, tending medicine. It would keep good overlook of how to treat someone.
Animals that aren't doing anything and are suffering from hypothermia or frostbite should move to any available warm area. Same if they're experiencing toxic fallout build up and can go indoors to avoid it.
At least make smarter or obedient animals do it. I had so much trouble micro managing my animals in the cold when I had food on the outside.
Similarly if a pawn is cold and can choose between two equal priorities they should do the one in the warm area/non toxic rather than the one outside. Imo.
I had a lot of pawns playing with horseshoes with hypothermia when I had a perfectly good chess table and billiards table indoors.
Add a "playing" state to animals, particularly of same species. Chasing, nuzzling, wrestling, ect. Give a mood buff to those witnessing it.
On Birthdays, instead of instantly developing a condition, maybe an increased chance of developing that condition? And every year that gets greater.
Make replacing walls and doors (for example wooden with stone) more convenient. Currently I have to manually deconstruct, then manually order hauling wood away, then place blueprints. Otherwise, builder will go to a single blueprint tile, haul wood away, fetch 5 stone, build the wall, go to the next blueprint tile.
Ideally I would want to just put a wall blueprint on a wall blueprint, see colonists reclaim wall resources by deconstructing them, put leave them ASIDE (not on a blueprint), and then fetch wall resources. If that's not possible, at least make it so when deconstructing, builder leaves resources aside, also not on squares that have just been deconstructed during last 1 hour (game hour).
Hello, i have read some ideas. I do agree that most of the leather types should be just "leather" and all meats should be just "animal", "insect", "human" and maybe "fish".
My cheapest idea "gloves" it can look like a box of organs but use bottom layer hands and quality could increase work speed and all.
If someone already wrote about gloves then i shall delete this
I want three thingt for the production tables
1.) Change the Name of Active Bills, or add some note to them :
for Example : Butcher Creature : small stuff ( forever ) Butcher Creature : Huge ( +1 ) ; Make Kibble : Insect+Hay ( forever )
2.) Give a Priority Setting to Worktables : Make Blocks .. chop chop .. without suspending every other crafting order ..
3.) Copy Bills from Identical Worktables .. or even save them somewhere.
So I don't have to implement my cooking priority schedule with defined ingredients thrice .. or god help me if my cooking stove gets destroyd.
I think cleaners should clean the dirtiest room first. Currently they seem to prioritize closest piece of dirt, which either makes them clean some high traffic area back and forth or run in circles removing snow when it's snowing. Meanwhile after raid you find out your barn hasn't been cleaned in ages, your hospital is dirty, and most colonists have negative mood for dirty rooms.
Maybe better than that is to make a "Clean room" order, rather than just cleaning a spot of dirt. Would be handy for hospitals.
Though hospitals should probably get a priority in cleaning, its weird to clean up random halls when an overfilled hospital is filthy.
Quote from: b0rsuk on March 14, 2017, 09:55:00 AM
Make replacing walls and doors (for example wooden with stone) more convenient. Currently I have to manually deconstruct, then manually order hauling wood away, then place blueprints. Otherwise, builder will go to a single blueprint tile, haul wood away, fetch 5 stone, build the wall, go to the next blueprint tile.
Ideally I would want to just put a wall blueprint on a wall blueprint, see colonists reclaim wall resources by deconstructing them, put leave them ASIDE (not on a blueprint), and then fetch wall resources. If that's not possible, at least make it so when deconstructing, builder leaves resources aside, also not on squares that have just been deconstructed during last 1 hour (game hour).
please god this
i mean would it 100% be an invalid criticism if a noobie posted on the bug forums that when he tries to place a steel wall over a wooden wall it tells him theres an identical object there already?
HU? would it?? HU?
Quote from: b0rsuk on March 14, 2017, 09:55:00 AM
Make replacing walls and doors (for example wooden with stone) more convenient. Currently I have to manually deconstruct, then manually order hauling wood away, then place blueprints. Otherwise, builder will go to a single blueprint tile, haul wood away, fetch 5 stone, build the wall, go to the next blueprint tile.
Ideally I would want to just put a wall blueprint on a wall blueprint, see colonists reclaim wall resources by deconstructing them, put leave them ASIDE (not on a blueprint), and then fetch wall resources. If that's not possible, at least make it so when deconstructing, builder leaves resources aside, also not on squares that have just been deconstructed during last 1 hour (game hour).
please god this
i mean would it 100% be an invalid criticism if a noobie posted on the bug forums that when he tries to place a steel wall over a wooden wall it tells him theres an identical object there already?
HU? would it?? HU?
Spacers who are incapable of violence should be more likely to join you if you 'Rescue' them rather than imprison them. They should also disapprove of you imprisoning other people.
By the way guests can be quite idiotic. Maskinnen decided to leave just as soon as she was no longer incapable of walking. Still blood loss: severe, Moving: 17%. If she reallly didn't like my Good bed and nutrient paste that much she should have rested until fully healed.
(http://wstaw.org/m/2017/03/15/dumb_guest_png_640x400_crop_q85.jpg)
* * *
colonist perk - Anarchist
Can't be drafted. You can't prioritize this colonist to do anything.
This alpaca has been shot dead by visitors when a mad boar arrived. They should pay me compensation for that.
(http://wstaw.org/m/2017/03/15/pay_for_damages_png_640x400_crop_q85.jpg)
traders muffalo eat out of my freezer for free
I don't know if it was mentioned before, but what about evolving traits? See your husband dies :'( and you can either get an iron will to carry on >:( or you can get depressive and give up on living :-[.....maybe starving and eating human flesh to survive can develop a cannibal or very displeasing things make you a psychopath....
i don't know how much effort it needs because i don't know what variables the game constantly checks....but having the checks in the mood modifier i think it may be easy enough to call "cheap"
maybe like: situation->%-Chance->Good or Bad Trait (based on luck)
Players and developers alike complain about no money sinks - no purchasable items to relieve them from tons of silver. At the same time, trade ships often carry only bad items. This makes no sense, because player can't send trade ships or request trade ships. Ergo, trade ships can be exactly balanced.
Conclusion: every single ship should carry some high price, high value items. For example:
* every bulk goods ship should carry raw Hyperweave
* every exotic goods ship should carry hyperweave apparel, a bionic part, or a neurotrainer, or glitterworld medicine, or gold, jade, uranium etc.
* every war merchant ship should carry high quality personal shields, miniguns, power armor, power armor helmets, or rocket launchers, glitterworld weapons, plasteel melee weapons.
* every pirate ship should carry luciferium, human organs, etc.
When hunting, hunters should be able to carry more than one small animal. It doesn't take all your effort to carry one squirrel, hunt 3 or 4 and then carry them all back.
I had a bunch of mechanoids guarding cryosleep caskets. I left them for later. Then a raid arrived and decided to prepare before attacking. I ordered my people to man both steel mortars. They automatically chose closest targets, which were actually the mechanoids. Because they were damaged by an explosion, cryosleep caskets sprung, releasing spacers inside and getting them murdered by mechanoids. I deconstructed a small section of wall and captured a downed spacer as he was starting to burn from an inferno cannon. A personal shield saved Jake, the altruist.
I shouldn't have to resign from using automatic targetting on mortars. Sometimes you don't want mortars to shoot the closest target, and completely avoid some targets. Mechanoids or hives might be provoked, etc.
Idea: allow me to restrict area automatically targeted by mortar operators. I propose that mortars would have assigned zones, much like colonists or animals. A mortar would only target things in its zone. A mortar's zone would default to light gray "Unrestricted".
Im back :D
so, long time ago i suggested for drugs to be inserted... and it happened. i also always talked about rimworld with a friend about how cool it would be if the world was really a world where you could also travel through..... its there
so here, ill post some old and new ideas ive had for the game
"WINDOWS!!"
small and large windows... placeable like doors , into the walls. makes things look prettier, some colonists love looking outside, sunlight enters the rooms too.... ETC
"underground digging and mining
like in dwarf fortress, there´d be like a "dig up" "dig down" option.
you can dig down into a few "layers" / "planes" or "floors", which would all be dark and "undiscovered". so you dig down from the surface ONE level/layer..... once there you can MINE the ground away etc"
oh yes and "BAKING".... like, my cooks love cooking so much sometimes.... it would be awesome if we could control a bit more, what is going to be cooked.
oh if youd ever need a voice over guy for the tutorials.... i could do them in english, spanish and german. i have a very deep sounding voice and everything so.....
love this game!
When player clicks on the "Growing Zone" button in the Zones menu, the game should highlight lichen-covered soil and rich soil with two distinctive colors, and gravel and other poor soil with another color. Just like conduits are highlighted when placing powered appliances and power items. Soil type can be difficult to distinguish if it's covered by vegetation or snow.
Quote from: b0rsuk on March 19, 2017, 04:17:11 PM
When player clicks on the "Growing Zone" button in the Zones menu, the game should highlight lichen-covered soil and rich soil with two distinctive colors, and gravel and other poor soil with another color. Just like conduits are highlighted when placing powered appliances and power items. Soil type can be difficult to distinguish if it's covered by vegetation or snow.
Thanks for pointing out another facepalm-idea .. to obvious to see ..
never able to unsee.
Show mortars target even when non forced shooting by player
Quote from: b0rsuk on March 18, 2017, 06:27:58 AM
Idea: allow me to restrict area automatically targeted by mortar operators. I propose that mortars would have assigned zones, much like colonists or animals. A mortar would only target things in its zone. A mortar's zone would default to light gray "Unrestricted".
It would also be useful when player is doing the raiding. Imagine the attacked settlement has a storage room. That's your prize. You don't want mortars to automatically shoot at enemies who enter the storage room.
Quote from: PetWolverine on March 07, 2017, 06:19:59 PM
Make drafted pawns not run around at random when on fire, but just stay in place and beat the fire out. I can see it when it's a civilian and they panic, but when my battle-hardened sniper gets hit by the splash from an inferno cannon and responds by running out from behind the wall, across the sandbags and directly toward the mob of mechanoids that are trying to kill her it really strains credulity. For balance, you shouldn't be able to draft an already-burning colonist to stop the panic, and a burning draftee still shouldn't respond to orders until the fire is extinguished.
Apologies for bumping PetWolverine's 2-week-old post, but wouldn't this be a great idea to balance out the Pyromaniac trait (which is currently a 100% negative trait)? Pyromaniacs should never panic when they are burning.
I reaaaally need horses, sheep, and shetland ponies to be added. >.<
Hey, and a double door, for my inner OCD when designing a base. omg I want to use even number rooms again...
For gods sake colonists need to prioritize extinguishing fires on structures first, then areas on fire closest to structures, and so on. I almost lost my whole base just now because my pawns started putting out the fires outside when my stockpile and kitchen was entirely ablaze. Anybody know if there's currently a mod for this?
Quote from: Venge on March 21, 2017, 10:54:00 AMFor gods sake colonists need to prioritize extinguishing fires on structures first, then areas on fire closest to structures, and so on. I almost lost my whole base just now because my pawns started putting out the fires outside when my stockpile and kitchen was entirely ablaze. Anybody know if there's currently a mod for this?
It's done by two mods, called "military draft" and "micromanagement". :-) Mobilize your pawns, move them where you want fire put out, and undraft. They should attack the nearest fire to them.
It's probably already been mentioned, but I'd like to see certain meat and fur/leather combined so there isn't so many stacks of different items.
For example, instead of having like 6 odd different dog meats and fur/leather, combine them into canine meat/leather. Same goes for other animals. Instead of having rabbit, hare, rat, etc, combine them into rodent meat/leather. Boom leather could combine boomalope and boomrat leather.
Combining animal items like this would be nice for meat but more important for fur/leather, because it's really annoying having over a dozen stacks of different types of leather but you can't use any of it because you don't have enough of a single type to make anything.
Being able to stack apparel items of the same quality and material would be a great way to alleviate storage frustration for our colony tailors :)
1 shirt/tile is a bit ridiculous, in my opinion. :P
Quote from: O Negative on March 22, 2017, 12:39:35 AM
Being able to stack apparel items of the same quality and material would be a great way to alleviate storage frustration for our colony tailors :)
1 shirt/tile is a bit ridiculous, in my opinion. :P
THIS !
PLEASE !
*imagine a huge pile of puppies with cream and cherry on top ..*
Quote from: Ragnarok on March 22, 2017, 12:27:42 AM
It's probably already been mentioned, but I'd like to see certain meat and fur/leather combined so there isn't so many stacks of different items.
For example, instead of having like 6 odd different dog meats and fur/leather, combine them into canine meat/leather. Same goes for other animals. Instead of having rabbit, hare, rat, etc, combine them into rodent meat/leather. Boom leather could combine boomalope and boomrat leather.
Combining animal items like this would be nice for meat but more important for fur/leather, because it's really annoying having over a dozen stacks of different types of leather but you can't use any of it because you don't have enough of a single type to make anything.
How about the ability to make "patchwork" versions of clothes that could be made from the same totals of leather, but combined from different sources. The patchwork versions might be lower status/value than the normal version.
I don't mind that construction and repair are the same now, but please reverse the priority. It just doesn't make sense the way it is -__-
Also, it'd be nice if early game armor had no components/lower steel. Right now as it stands, if you're ballsy enough to want to fight the enemy head on before endgame, you're going to be using dead man's armor or stripped prisoner armor because it's just way too expensive to craft armored vests and helmets yourself and they're basically necessary.
(https://s6.postimg.org/oenslth3l/suggestion_portrait_in_character_window.png)
Quote from: kanukki on March 22, 2017, 07:17:58 AM
Quote from: Ragnarok on March 22, 2017, 12:27:42 AM
It's probably already been mentioned, but I'd like to see certain meat and fur/leather combined so there isn't so many stacks of different items.
For example, instead of having like 6 odd different dog meats and fur/leather, combine them into canine meat/leather. Same goes for other animals. Instead of having rabbit, hare, rat, etc, combine them into rodent meat/leather. Boom leather could combine boomalope and boomrat leather.
Combining animal items like this would be nice for meat but more important for fur/leather, because it's really annoying having over a dozen stacks of different types of leather but you can't use any of it because you don't have enough of a single type to make anything.
How about the ability to make "patchwork" versions of clothes that could be made from the same totals of leather, but combined from different sources. The patchwork versions might be lower status/value than the normal version.
There's a mod that does that! https://ludeon.com/forums/index.php?topic=12934.0 (https://ludeon.com/forums/index.php?topic=12934.0)
It's a good idea to add it to vanilla though
I did a search on Quantity Slider and didn't find it. I have to believe it's been mentioned before.
Cheap Idea: Add a Quantity Slider to storage areas
You've already got Quality and HP Sliders. This would be -immensely- useful for keeping animals from starving without giving them your entire stock of meats and veggies, or to dole out kibble like a miserly kennel keeper. Also useful for craft haulers making specific items.
Example:
Haughty "Michelangelo" Artista: "Bring me FOURTY pieces of wood, Mule! No more, no less!"
Wretchy "Mule" Carrier: "Yes, Master Douchebag."
Reduce Component assembly crafting time by factor of 10. Maybe 20?
Fact of the matter is, this piece of trash is so terrible I'd make more components by crafting high wealth items to attract a single more mechanoid in a raid. My colonist makes one component per day, which doesn't even pay for the bench in a season. So I deconstructed it to at least get some components back.
As it is 25 steel -> 1 component is already negative profit. So it's like a seriously end game item anyways for when you've mined tons of steel that you can't use. I guess it's time for steel walls :D
Lowest priority Hauling job should be ordering the stockpile. The hauler would try to combine stacks, for example I don't need two stacks of gold in a single stockpile, one 25, another 83.
Make permadeath able to be toggled on in the 'Choose Storyteller' section of the options menu.
Off might be controversial, but I'm pretty sure nobody would mind being able to turn it on.
A single idea, there is a mod called 'Trader spot' It creates a spot to have traders congregate around.
Please add a version for 'Prisoner release spot' to the game! I'm tired of having my prisoners be released in my base randomly, or, in front of a wall of traps.
It would be nice to release them at a spot of my choosing!
Wound healing speed should be proportional to max HP of a body part. Bears, elephants, thrumbos should regain HP faster than humans. Constant heal rate makes humans recuperate faster than bears, even when the same medicine is used. In other words a body part should heal a percentage of max HP in a unit of time.
I've been looking around to see if a mod could do this, but nothing just yet.
My idea is to add some random attack animals with invaders.
thats it.
Add a configurable minimum and maximum amount of specific items to a stockpile. Cause the herbal medicine close to the drug lab is just as important as the one in the hospital and in the prison
Quote from: b0rsuk on March 27, 2017, 02:33:04 AM
In other words a body part should heal a percentage of max HP in a unit of time.
So a 1/10 nose would heal slower than a 6/40 torso? No thanks. Let the healing be influenced by the body part health multiplier of the creature instead. It does what you want, but better.
chance for higher social interaction between people you are feeding akin to bonding with animals when healing randomly.. At best i usually get a chitchat +1. Feeding and cheer up should do better.
A bunch of traits to interact with the World Map system. Some backgrounds would start with them.
Perceptive: when traveling on the World Map, has a low chance to find small treasures, such as some silver, a cache of drugs, weapons, components, etc. (Explorer)
Survivalist: Uses less food on World Map (Loner)
Herbalism: Occasionally finds food on the World Map if it's a growing period. (Gatherer, Herbalist)
Elusive: lower chance for the caravan to get raided (Defector)
Geologist: has a chance to find rare minerals when traveling (Geologist)
Wanted: when traveling, has a chance to get in trouble with some kind of sheriff / law enforcement, causing a raid. (Space Pirate, Escaped Convict, Serial Murderer)
Tinkerer: sometimes finds components (Machine Collector)
Tracking: Higher chance to meet a caravan (Scout)
Performer: raises mood while travelling (Minstrel)
HMm, I need more inspiration, these are a bit dull.
Quote from: b0rsuk on March 29, 2017, 12:55:52 PM
A bunch of traits to interact with the World Map system. Some backgrounds would start with them.
Perceptive: when traveling on the World Map, has a low chance to find small treasures, such as some silver, a cache of drugs, weapons, components, etc. (Explorer)
HMm, I need more inspiration, these are a bit dull.
This calls for the Weird Wasteland Trait :-D
find UFO's , singers believed dead, hear eary sounds all the time ..
Warrior : Possible to meet a enemy Caravan to raid.
Slave Driver : Faster Movement on the Map, but causes Mood to sink with every day traveled.
make surgery fail only means additional treatings with medicine and time to get back on feet
Ground beef. Random meats turned into ground beef at the butcher table.
notification sound when a colonist levels up
I haven't really noticed this so I don't know if this is really in though, but prisoners have a higher chance to be recruited if they have a relationship in the colony, especially a lover/spouse.
Better animal AI. they shouldnt be walking in front of shots when my caravan has been ambushed. Much less stay there and take it after theyve been shot three times.
WE NEED SHEEP. THERE'S EVERY KIND OF WOOL IN THE GAME BUT SHEEP WOOL! lol
I don't know if this idea is considered 'cheap', but I'd like to see skill-minima on weapons, or the ability for modders to add this in.
Another, separate idea: melee damage increase on higher levels of skill. Exemplary: skilled swordsmen can use a sword more effectively, stab/swing in more vulnerable places/with more force than unskilled swordsmen.
3 in one:
- make ripetute click on "colonists idle" to cycle trough them
- add "centerview on selected thing" keyboard key
- add "follow selected thing" keyboard key
Two new traits:
Mentor
Happily gives advice to other colonists, similar to Kind and Abrasive. To do so, the Mentor needs to have a skill with higher level than a potential target. The target gains some xp in the taught skill.
Observant
The colonist gains skills by observing others. He can gain Melee by observing a melee fight, Shooting when someone shoots nearby, Cooking if he goes past a working cook, Medicine if he's cleaning while someone is treating animals in the barn, etc.
In particular, an Observant colonist should learn when he fights a more skilled enemy in melee, or when he fights an animal.
teaching should be its own system I think, not a trait. and increase social of the mentor while doing so.
I didn't read all 300 pages here and I recently began playing the game but here is my suggestion. I believe it would be a cheap consideration.
When you launch colonists into space to save them it would be cool if they were then added to a list of saved colonists. A player could then choose one of them when starting a future colony to be their elder or their character to start with. It would make sense since if they are in a space ship they could be dropped via an escape pod down to the starting site. I think it would be a somewhat cheap addition but I'm unsure, however i do know that players would find this very appealing and the satisfaction gained from this addition would be greater than the cost to implement.
Another suggestion that would not be so cheap... If not in the game currently i don't believe it is...
When two colonists have a baby the baby would have a chance of obtaining the parents traits and possibly a percentage of their skill. It would be a cool way to have improved generations and would add depth to breeding versus taking in newcomers.
Thanks for reading and great game! Really enjoying it. -J*
Quote from: Jovus on March 08, 2017, 05:46:34 PM
Make plasteel walls not burn.
Agreed. Plasteel should not be flammable, unlike steel and stone which clearly should be flammable.
A health condition that basically amounts to a settler being infested with aliens. If you fail to treat them fast enough they explode and megaspiders poor out.
Ruins : a starting area which has ruins it it, marked on the map, containing walls, some equipment and furniture, and perhaps other items : essentially a derelict base.
They disappear with time, but on world gen can be used as a very handy EASIER start, so one can almost instantly have housing, a storage area, and maybe a few other dodads depending on your luck.
Would essentially be another option into the mix to enable easy starts, without needing to have the difficulty lower persay.
Set priorities by hovering over the task box and just pressing the number. It'd be way easier than click-cycling, especially in those times when half the colony dies and you have to reconfigure everyone.
I realize those keys are bound to time, but just have it take precedence if you're hovering over a work dialog and have set priorities checked.
(https://s-media-cache-ak0.pinimg.com/736x/3e/c3/c9/3ec3c99fb987d991391cddd9ed653045.jpg) | Quote from: aethelbutts on April 05, 2017, 12:28:33 AM Set priorities by hovering over the task box and just pressing the number. It'd be way easier than click-cycling, especially in those times when half the colony dies and you have to reconfigure everyone.
I realize those keys are bound to time, but just have it take precedence if you're hovering over a work dialog and have set priorities checked.
I'd like to have the ability to save/restore work priority templates.
Maybe I set everyone to low priority on cleaning but high priority on firefighting and healing, just as a standard operating procedure. And I might have typical uses of my pawns; maybe I would have Building, Security and Maintenance as general categories to save, restore and assign to any pawn.
Work classifications are a similar concept, but without fluidity. |
I may have mentioned this in a different thread about four months ago, but what about a radio tower that can be constructed in the colony, not under a roof, and it allows you to see trading caravans, raid parties, and friendlies on the world map within three hexes. You'd get a small notification in a yellow envelope saying "A [Traveler type] has been detected by the radar tower moving towards the colony's location.They will arrive in roughly [Time to arrival in hours]." It could require power equivalent to either that of a geothermal generator, or half of one, depending on balance issues. I see no reason why it would be overpowered. My only concern is that you don't have a system in place that actually has caravans travelling the planet, and they're still just events that randomly pop up.
Quote from: Birrihappyface on April 05, 2017, 12:44:49 PM
I may have mentioned this in a different thread about four months ago, but what about a radio tower that can be constructed in the colony, not under a roof, and it allows you to see trading caravans, raid parties, and friendlies on the world map within three hexes. You'd get a small notification in a yellow envelope saying "A [Traveler type] has been detected by the radar tower moving towards the colony's location.They will arrive in roughly [Time to arrival in hours]." It could require power equivalent to either that of a geothermal generator, or half of one, depending on balance issues. I see no reason why it would be overpowered. My only concern is that you don't have a system in place that actually has caravans travelling the planet, and they're still just events that randomly pop up.
Which is why it should go into its own thread. Because it would need a little bit of extra work. But I like the suggestion.
Another idea would be an event, where colonists that have previously been kidnapped from your colony will manage to break out and return to the colony with various bruises, possibly scars, or even harvested organs. A group of raiders may be on their tail, or maybe a pack of hostile animals that was following them. It could also be an interesting feature to call a pirate gang and do a prisoner exchange. One of your prisoners (previously their member) for one of your colonists. I thought of this because I got a prison break event within thirty seconds of a wanderer joining. I'm sorry, usually I come to this thread with a basic idea, and then realize it may be harder to perform than once thought.
Lower the raid sizes on higher difficulties but make tiles with overhead mountain (for some reason...) add to your colony's wealth (a lot!! >:) ).
This way you could still turtle in a mountain base and mow down hundreds of raiders with killboxes, but it would also be possible to survive without using such strategies (maybe)
My new-player experience was pretty amazeballs for a so-called "alpha", huge kudos. Gameplay: fun; Depth: Reasonable for /release/; Complexity: Manageable; Polish: Beta-quality.
I felt some tech-debt here and there, that might be worth attacking, like hitting 'esc' at the landing site selection screen taking you back to the main menu, etc.
Cheap ideas:
. Purely player-aesthetic windowed wall section, (damn it, I *want* to put windows even if they do zip),
Future iterables: (not cheap?) happiness, illumination, destructable (enemies can break in via),
. Interior vs Exterior walls, interior includes built-in wiring,
Future iterables: bonus to bedrooms with int walls, diff strengths/flamability, int/ext insulation,
. Allow gender, maybe name, fields to be locked during randomization,
. Add weighting for walk speed to your A*/Djikstra (if that's not cheap,
you didn't say you'd hired monkeys),
. Wall upgrades (a build order that does an auto-demo with loss of mats
until you have chance to make it do demo-then-build, seems like mostly
ui work?)
I think I saw one other brief post from two years ago about this. I also saw a mod for it. However, being able to follow a colonist with the camera would be super awesome. This function is available in the game Banished. It's nice to just follow your little guy around and watch them as they go about their day.
Planning tools: drawing circles
Depression mental break: if a puppet is too busy recovering from pantherwounds to go play horseshoes & has a mental break, instead of jumping out of bed, hobbling outside on their one remaining leg and punching a panther again until it kills him, how about the puppet just gets depressed and doesn't get out of bed until the break passes, even if he's recovered already & occupying a valuable medical bed.
Lightweight solution to the problem of berserk breaks causing a berserk break loop
Sorry for double post: toggle plant zone auto harvest off. Particularly for hay (for wildlife) but also so I can tell my farmers to stop cutting down crops once our stores are full (so if something happens you don't have to replant, you could leave crop in the field) and so I can create tree-lined paths differentiated from my lumber farm
Wanderers ask to join and they tell you their traits before joining!
Quote from: Slimey on April 10, 2017, 01:15:30 AM
Wanderers ask to join and they tell you their traits before joining!
or at the very least what they WONT do ):
and you know all the backstories and their variations from the top of your head ?
base burns down in winter, all that's left is houses and a single, distant generator still ticking away. I want to connect the generator to the houses so they won't all freeze to death, but the work priority to repair the hundreds of walls and furniture that are damaged from the fire is linked to the work priority to link the generator to the heaters in their rooms so they won't all die, and if I manually order them to do it they go all the way to where I told them to work, perform a single tick of work and then leave. And I've got, like, 80 tiles to stretch this power line across.
Could very easily make "repair" a separate work priority so if you need to re-build what's been lost before you can even begin to worry about fixing what's still standing, you could do that cause I see there being a lot of use-cases of this
(https://s-media-cache-ak0.pinimg.com/564x/45/fd/ba/45fdba357972e9df3dd5db616ac40e06.jpg) | Quote from: SpaceDorf on April 10, 2017, 12:04:06 PM and you know all the backstories and their variations from the top of your head ?
I was hoping someone would think of that argument.
Here is a compiled list of the backstories, in easy to read format (attached). Double click the file and you'll have a searchable database in your favorite browser to augment your memory of what those backstories entail. Easy to alt-tab out to when an unfamiliar story pops up.
It's still possible for the untold childhood backstories to make adjustments of what is expected and what is forbidden, but then that's not really a discussion people have at their first meeting, is it?
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Quote from: deshara218 on April 10, 2017, 12:30:20 PM
base burns down in winter, all that's left is houses and a single, distant generator still ticking away. I want to connect the generator to the houses so they won't all freeze to death, but the work priority to repair the hundreds of walls and furniture that are damaged from the fire is linked to the work priority to link the generator to the heaters in their rooms so they won't all die, and if I manually order them to do it they go all the way to where I told them to work, perform a single tick of work and then leave. And I've got, like, 80 tiles to stretch this power line across.
Could very easily make "repair" a separate work priority so if you need to re-build what's been lost before you can even begin to worry about fixing what's still standing, you could do that cause I see there being a lot of use-cases of this
Repair was its own work type in previous alphas. That it was combined with construction was quite mind boggling. Really needs putting back to how it was.
To solve your issue right now, you could either use Fluffys work tab mod to let you use manual priorities on each individual work subtype, or area restrictions including only the power line you wish them to construct. :)
Change the name of "Phoebe Chillax" back to "Phoebe Friendly". I've always thought Phoebe Friendly rolled off the tongue better and was a less irritating title. I was never able to figure out why it was changed in the first place.
Let me tell my colonists to do joy activity if they are in the process of either forming a caravan or hauling masses amount of material into transport pods. Same with sleep. I have to hurt them just so theyll sleep in a bed instead of collapse
Grab a Beer or a roll of Smokeleaf
I think https://ludeon.com/forums/index.php?topic=31666.0 qualifies as cheap.
It would be nice if butterflies appeard where there are lots of flowers, and fireflys at night.
cheaper ways of embelishing you base for exemple: little flags tieds in strings, like the ones from birthday parties, flowervines that could be grown in the walls ,a wilder variety of flowers, fences, bedside tables for putting your internal light source,ceiling or wall lamps etc...
More entreteriment for the pals such as balls and card decks.
Hand fans. Make it out of textiles, etc. Hold it to reduce heat sensitivity at the cost of your weapon slot.
Weaker than fighting with your fists (although maybe a martial artist trait could buff it up for laughs).
Speaking of bugs, I've mostly been working on my mod "MusicJoy" (shameless plug), so I haven't had time to chime in. Here goes:
- Cockroaches: pawns have to stamp them, A LOT, and they bring sickness and eat crops
- Venereal Diseases (probably been said)
- Children and birth defects (or)
- Unwanted pregnancies that always miscarry
- Plugged toilets
- Geological issues disrupting structures (earthquakes & Vulcanism)
- Porn addiction and stripping
- Stalking, rape & other more serious personal crimes (by using compounded needs)
- Acts of a God
- Cold wars
- Hacking attacks
- Paint for structures
- Thatched roofs
- Golf carts, riding animals, Apes (three wheeled Indian cars), rickshaws, carts etc. (the wheel makes its debut)
- Golf, soccer, baseball etc.
- Bottled beverages other than beer
- Occasional tsunamis
- Destructive weather events (wind, tornadoes, hurricanes, typhoons, etc.)
- Alien visitors...seriously, a space game without aliens?
- UFO flybys
- Gambling, cons and greed in general (maybe in the form of hoarding...secret stashes)
- Mysteries to solve, like whodunit (weird stuff happening off-camera)
- Visitors who claim to be cops
- Simians acting like tribesmen
- Rubber and Plastic
- Rail transport (easy to implement
- Amusement park rides
- MORE NOTICEABLE PAWN FEAR
- Inter-pawn money
- Secondary items
- Termites
I realize a lot of these aren't cheap per se, but I can't really tell the difference.
Another one; a separate notification on the right, distinct from the "colonist needs treatment" informing you of a colonist with pending "treat" job on them, informing you if any of your colonists are bleeding to death. Tired of having the occasional berserk rage and my doctors patching up bruises while one of my colonists is laying 2 feet away with her throat slashed open.
Would also be nice for sustained combat, to differentiate between an injury and a bleeding wound without having to pause & click each shot pawn and then click to the health tab to check if they've reached %100 b/d yet or not
I would like to see an option to choose what food prisoners will consume.
Example: one gets fine meal, another simple, etc.
PD: sorry for my bad english.
Quote from: Lundamyrstrollet on April 13, 2017, 10:58:24 PM
I would like to see an option to choose what food prisoners will consume.
Example: one gets fine meal, another simple, etc.
PD: sorry for my bad english.
ur English is perfect here :)
OP: shift-clicking the arrow to change bill priority fires it to the top or bottom, would save me a ton of time automating colonies x_x
edit: home zones auto-toggle rock chunks for hauling to be dumped upon being created from mining or when a floor is created under them. Since rock chunks provoke so much negative mood
So here is a really cheap idea.
Have an option to change the default "Take to stockpile" to "Drop on Floor", It's a minor Quality of Life change but it should be easy to change.
"hidden/secret door" that is treated like mountain by raiders.
EDIT: also, prosthetics can handle literally being stuck to a person doing whatever for an indefinite amount of time, so they shouldn't deteriorate.
A toggled option to auto-flag (non-dangerous) untamed animals that enter your home zone & un-flag themselves if they leave while nobody is hunting them, to try & keep wild animals off your farms or out of your base.
Or, make it a policy, where you can pick which animals you want hunted when they enter your home zone, with the first option being any animal that's manhunter so you don't need to draft/undraft for every squirrel bite. The toggle would allow bases that arent affected by crop-stealers to auto-repel predators so you don't have wild Panthers sleeping with your colonist in their bunk
Edit: also on a related note, a little arrow on the corner of the individual character tab that slides out a vertical, individual work priorities tab so you don't have to keep opening & closing tabs if you're checking pawn's character sheet while setting up their worklist, like if you're checking to make sure you don't have brawlers set to hunt
An option to determine what quality of food prisoners get. You already have a heathcare toggle, so should be a cheap thing to implement a similar mechanism for prisoner food (e.g. raw, nutrient paste, permican, simple meal, etc). At the moment it is rather strange that my colonists decide to give a prisoner my last fine meal for the colony when I have 100's of permican in storage (which is also closer to the cell).
Now this is kind of and addition to random Incidents, but i think there should be more minor incidents.
Now the one i am suggesting is leeches, like. If you have a colony near marshes or water, there could be a chance( depending on which AI you have chosen) to get bitten by a leach etc i dont know. it would add some new problems but the community should give their opinions on this incident
"take to worst stockpile" setting on crafting bills so you can set up a low priority tiny stockpile right next to the crafting bench and have a hauler take stuff from there to the target stockpile.
Quote from: blub01 on April 17, 2017, 09:00:28 AM
"take to worst stockpile" setting on crafting bills so you can set up a low priority tiny stockpile right next to the crafting bench and have a hauler take stuff from there to the target stockpile.
That is allready included somehow :)
Make a low priority or empty stockpile around the workbench and have them drop the item. Empty meaning "no items allowed"
it's untidy though.
Dev tools to add and remove thick roofs. Also bigger terrain brushes, Id love to make a custom map of my own design.
Quote from: JimmyAgnt007 on April 18, 2017, 01:17:44 PM
Dev tools to add and remove thick roofs. Also bigger terrain brushes, Id love to make a custom map of my own design.
search "roof" in the devtools
Here's a few, some probably already suggested:
Modding things that already exist:
- Hoppers: allow up to two on all crafting tables (left and right of operator), by design could prevent recipes if hopper is loaded with wrong material
- Stockpile Min/Max quantity sliders: similar to quality or hp sliders, to prevent haulers from carrying 5-10 of something crafters are using and getting caught in an endless loop
- Coolers: allow them to be uninstalled / moved
- Butchering animals that yield milk or wool gives their current % value of that resource
- Emergency behaviour (I know I know!): have colonists currently on a firefighting / rescue mission leave the doors open ala prison break logic
- No rain during a heatwave, or rain ends a heatwave
- Haygrass: 10% chance to explode on death if it deteriorates due to no roof (see wet hay combustion)
- Potatoes: Rotten potatoes more likely to cause food poisoning/incapacitate in their last week or under %10 durability
- Psychic Drone: add animal chance
Adding entirely new (but I think cheap) things
- Insulated Junction: allow two conduits to pass over eachother without connection. Make it a higher chance of short if you want. Needs stone to build.
- Wildfire: a prolongued outdoor fire event not miraculously ended by rain (that's like winter or toxic fallout ending because some of the plants died)
- Timers: a stationary, component-based, conduit-dependent floor tile item that "flicks" whatever is above it at either intervals or set times (I don't care, could work with either). Forbidden doors, power switches, firefoam poppers, whatever.
- Pressure plates: a stationary, component-based, conduit-dependent floor tile that triggers NESW around it when anything walks on it (allow/disable auto-rearming ala deadfall trap mechanic)
- Fetus: only obtained by butchering/medical bill on a female creature afflicted with late-stage or higher pregnancy "disease"
- Events notification: <OK> <Go to location> <Don't tell me again for this colonist/animal>
- Character Trait: Hotheaded: NAME will always initiate a social fight when insulted
- Character Trait: Meek: NAME takes double mood loss instead of initiating a social fight
- Character Backstory: Simple: Can only do Handling, Mining, Hauling, and Cleaning. Moves slower (multiplier based on size), carries more (multiplier based on size), higher tame/train chance.
Stuff that maybe isn't cheap:
- Trained animals (obedience) prefer to lay eggs, be milked, get sheared, give birth at an animal bed
- During a heatwave, allow fire to jump more tiles (this one might be cheap, dunno how fire's coded)
- "Random" Event: Dust Explosion: scan for enclosed roofed indoors with high percentages of haygrass, rice, or corn. Boomalope-style explosion/roof collapse for whole room
- Character Trait: Vegan: NAME thinks less of those that aren't vegan. Mood penalty to non-vegans around them, mood penalty if they eat meat, insults non-vegans at the dining table
- Character Trait: Allergies: NAME more likely to get food poisoning from <insert food>
- Character Trait: Squeamish: NAME receives extra mood penalties for seeing blood and allies dying
Barber shop, change your colonists hair style
Gym, after a few months change your colonist body shape for the one you chose
Levels of Beauty, now every colonist have a amount of beauty
Makeup, a colonist with makeup become temporary more beautiful/with slightly better relationship with everyone that don't have a problem with makeups
Plastic Surgery, if obtain success make a colonist permanent pretty/beautiful, if not....
Decriminalization, some colonists don't like certain characteristics, hair style/color, body shape (fat, skinny...), skin color, age, origin...
Show current target of the mortars even if not in forced mode
Quote from: giannikampa on April 19, 2017, 10:13:40 AM
Show current target of the mortars even if not in forced mode
nice, this would make things way easier to control in a fight
I havent checked if it is posted but i like the idea of implementing wheels in the game . for carts that allow to haul more that one can carry for half the speed , wheelchairs for the shattered spines pawns or amputated ones etc etc.
Enable zooming in 100% more than normal, so people can fully appreciate the game art. Seriously, half the stuff you can never see close up enough to see all the minute detail. It always stays a little too far out, its an easy change, and I can't see anyone complain...but I can see many appreciate it.
Add a category section to the option selection when it comes to scenarios. Wanting a specific weapon or amount of x material is annoying because you have to scour through the entire list of items, which is amplified 10x when you have mods that add more items, which most do.
Add homosexuality to cattle : so every once in a while you get either a male who refuses to mate a female, or a female who refuses to (willingly) mate a male.
Mammoths would be a cheap addition as they could use most of the same code as elephants. The flavour text could say they were brought back from extinction in the same way the megatheria were. They would add a lot a character to the colder biomes.
Obviously they would need to be more cold resistant than elephants and perhaps be rarer so that they are not too easy a source of food.
And producing fur. Fits well with Neolithic runs
Quote from: mumblemumble on April 23, 2017, 09:15:12 AM
Add homosexuality to cattle : so every once in a while you get either a male who refuses to mate a female, or a female who refuses to (willingly) mate a male.
Doesn't prevent giraffes from surviving. Being homosexual, I mean.
Bill: Make wort until you have x amount of beer.
This feature could also be used elsewhere like, make chemfuel from wood until you have x wood if the condition was => x instead of =<x, maybe an invert checkbox, but that is extra.
Quote from: Dunkas on April 23, 2017, 10:51:43 PM
Bill: Make wort until you have x amount of beer.
This feature could also be used elsewhere like, make chemfuel from wood until you have x wood if the condition was => x instead of =<x, maybe an invert checkbox, but that is extra.
This for Butchering ! ..
Butcher until you got X Meat ..
Yeah, for single-output reactions having the option to do x until you have y results would be nice
It would be cool to have marine monsters coming ashore. Either small creatures coming to land or huge creatures reaching at you with their tentacles from the sea.
People like me who have settled at the beach and surrounded the spot with walls would be fucked!
Gas mask
Slavery
Not a cheap one but, traveling to other Rim worlds
Map condition: all pawns have ___ equiped or all pawns have ___ state
"Short wall"
Like the sandbag but better at providing cover and it takes less to traverse over them. However, it cost more metal and (required) bricks to make.
Optional: small animals can travel over it.
Butcher corpses until X meat is available
There are Grizzly bears, and Polar Bears (white). There are no black bears. In it current state, Rimworld can be be described as white supremacist. It would be wise to add Black bears before a whistleblower contacts RPS.
Throw us some polar bears in the arctic.
Make our items list functional : scroll down and/or filter
Because when we start having lot of items because (or not) of mods that adds lot of stuff, we can see only some of them, and sometimes not the ones we want
Ex :
(https://img4.hostingpics.net/thumbs/mini_45937613ex.png) (https://www.hostingpics.net/viewer.php?id=45937613ex.png)
Colonist trait: Persistent
As long as colonist's mood is over 75%, 75% of his disabilities (Moving, Breathing, Blood Filtering, Manipulation, Sight, Talking...) are negated. The idea is that a persistent person can overcome his deficiencies by motivation and training. Many disabled persons achieve things after an accident..
Alternatively, just make Mood a factor in Immunity Gain Speed. There's much (anecdotal?) evidence that people with strong will to live survive things they shouldn't, and surprise doctors.
When NPC raiders are rampaging, they often take prisoners. Yet they ignore people in cryptosleep caskets. They could take prisoners from cryptosleep caskets.
Individual Fleeing: usually when a raid lose some members they all Retreat and this is a little to right and unrealistic, since in real battles people start to flee when they got hurt or afraid, or even by seeing someone being kill could make they go into shock...
this would change completely the combat, and the major strategy would not necessarily be shot until kill/down
You could add gates which would be about the size of about 5 doors and be much stronger and could be used for defense.
I'd like the ability to double-click on items in the side-bar list, and have those items highlighted or jumped to in the world. Jump-to might be hard since they may be in multiple stacks across multiple stockpiles, but having it select all stacks on screen, the same way it does when you double-click an item on the ground would be super useful, too.
Also, this might just be me being stupid and not seeing it, but are items like weapons, clothing, statues, etc. somewhere in the sidebar? If not, I'd love to see them added, maybe under a manufactured items heading, esp. with the functionality I mention above.
Passions as a part of backstories (https://ludeon.com/forums/index.php?topic=32032.msg328034#msg328034)
I would like a quicksave option of some sort that would save the current colony under the name it was last saved to or loaded under. I think this would be best to insert partially where the current save button is in the game menu.
Currently, I find it impossible to see the orientation of the headstone before placing a grave. Could you please alter the preview, so that the headstone is bigger and more visible.
how about being able to designate prisoners certain beds like you can do we colonists
Carpets are prettier but take longer to clean.
The arctic and antarctic should have animals. I get that people use sea ice to have a challenge at a truly blank map but even irl we find animals on sea ice.
I'd love to see polar bears, walruses, and penguins on sea ice! Let me live like the Inuit!
I miss something like forbidden area in Zones
Bridge - Allows faster and safer movement across rivers in the new Alpha 17 builds and auto adjusts length to width of river
A17
I love this thread - i want to hit myself for not reading it sooner and posting in here instead!
Separate item trading into a buy/sell tab. For items that you and the trader own, you could put a warning if you tried to do both, or make the price adjust depending on the direction, or just have it so the arrow points both ways like it does now. Either way could work
Would significantly speed up the clarity and intuitiveness of trading
Grouping in trade window. It's annoying to click on each item that have to be sold.
Strapping people down in medical beds in case they have a mental break, because having them get up and wander when they need treatment is annoying.
Resuscitation: Be able to revive somebody who was beaten to death with minimal health on the destroyed part. Chance depends on medicine skill and other doctoring factors.
Aiming Time: Have certain factors play into the time it takes for a pawn to line up a shot. Such factors being manipulation, sight, consciousness (obviously), Shooting skill, pain , and breathing.
Electronic Handhelds: Have pawns be able to carry handheld electronics such as primitive phones to chat with other colonists and games to entertain while idle.
More Convenient Ways to Train Skills: Joy items like VR or a treadmill and weights could be nice for some stat improvements. A tinkers table for construction and crafting.
Carbonated Drinks: I'd love to see a way to turn raspberries into a raspberry soda.
Fertilizer: Be able to pour in hydroponics basins and on dirt to greatly increase growth rate or yield for that tile.
Traps/Careful Movements: New traps such as extending spikes and saws, or have pawns that know where traps are to walk over them without triggering them instead of having to walk around.
Furniture Improvements: Have pawns be able to try and make a piece of furniture higher quality than it was originally built.
Weapon Mods: Incendiary ammo, overcharged batteries, serrated edges. Stuff like that to improve the ballistic, energy, and melee weapons of the game.
Gene Mods: Procedures that take a while to properly take effect using an amount of ticks like a disease. They could improve blood filtration, metabolism, and blood pumping.
Book Writing: Pawns with higher social skills could be able to write stories which can improve the mood of a colonist, or can be sold for a small amount of silver.
Paper Mache/Clay: For building sculptures out of.
Odor: Smells that animals can use to track pawns and animals. Say if a manhunter smelt a pawn and started breaking down a door to follow the scent.
Event "Prisoner Transport": Have pawns transporting a prisoner who you can save at the cost of angering the faction of the guards.
Reasonable Factions: Pawns with high social skills can reason with hostile factions allowing the colony to gift them for goodwill. To balance, factions like Pirate gangs have a goodwill decay meaning if you don't pay them regularly you will continue to get raided.
I got few more ideas, but I was unsure if it's possible to implement them in 4 hours given the tools that the development team are working with so I shall refrain from posting them.
Being able to copy/paste the whole parameters of a production bench, just like we can do with storage zones.
Quote from: Circledline on May 07, 2017, 05:51:30 PM
Resuscitation: Be able to revive somebody who was beaten to death with minimal health on the destroyed part. Chance depends on medicine skill and other doctoring factors.
Really resuscitation would be, if somebody gets to 0% breath from lung damage their blood pressure (or whatever the visible blood stat is) would rapidly drop to 0% to represent their brain & heart dying from insufficient oxygen, and they could be resuscitated by a non-doctor-enabled hauler who comes to rescue them to artificially up their breathe percentage by, like, 10%. If the otherwise fatal damage is minor enough that their true (not being stopped at 0 for the display) breathe % is greater than -10% they can be brought back up over 0% by the resuscitation and held their by it, giving their blood-oxygen levels time to go back up to prolong death so they can get more time to get to a hospital room, or if they are too far away from the nearest medical zone to be able to be resuscitated enough to make the journey, given time for a doctor to get to them to perform minor in-field (dirty) operations (intubation/direct chest-cavity puncture) to stabilize them enough to survive the transfer to the hospital where they can actually get medicine & surgery
Been meaning to suggest this one since shortly after A16 release, but I'm only now remembering to:
Make caravan arrival a letter, rather than a notification in the top left. I often miss my caravan's arrival, and leave them sitting around for a while, wasting food; On one occasion, I only realized They'd arrived because I got a starvation notice; Luckily I'd been able to have them "Settle" and hunt immediately after leaving.
* Pawns calming pawns on some sort of mental break. Success chance should be regulated by personal relations and/or social skill.
* I also second slavery. If you can eat em' and harvest em' for organs, you can make em' work. That moral threshold was crossed long ago...
* FENCES FOR KEEPING ANIMALS IN/OUT (that are not walls, that don't block vision, that won't trigger roof building etc but are crossable for humans)
*** Electric fences for keeping raids out?
* Grazing and sleeping areas for animals instead of mess animal zones are right now. Sheperds (an extra tameable skill for dogs?)
Less preexsisting relationships
More contact with other humans: colnists use console as joy activity to interact with (social).
Allow friendship and love dynamic relationships inter-factions and add event for reconjunction of the two, either your colonist leaves and changes faction or the beloved one joins you.
Player can refuse on the thing,
mood change and silver involved.
Assign bed to prisoner so you can manage more efficiently your cells, especially when there are several factions in your prisonners.
Idk if it's "cheap" to code i have no knowledge about coding.
Also sorry if that's already been asked this topic is quite huge!
Cheers!
Confirmation window when you press "attack settlement". Because I just misclicked and attacked settlement when I wanted to trade with it.
Put a program to play A16 since the A17 was released is that I installed the pirate game
This is a little bigger than cheap, but id love to see a wheelchair, and the ability for doctors/wardens to wheel around paraplegic colonists to a work station. As it stands clicking the euthanize button feels super bad on spinal injuries (I can understand a destroyed stomach or liver resulting in inevitable death, but spinal injuries could be deeper and more interesting and provide great stories if your cook/tailor/artist ends up wheelchair bound and requires a lot of attention but can still be a useful addition to the colony)
Oh, also a much quicker one: Make blood on rivers self decay. My recent stream game had a river choke point that ended up with an underground river that was constantly covered in blood from fights, it should wash away by itself.
Improved AI behavior for hauling/building. These are implemented with mods atm (Hand Me That Brick, for example).
A17 had one of them implemented (one that allowed to override orders to things that are already reserved), so I think we could add few others. :P Given they are already finished (cuz mods), it shouldn't be too much work to put them in.
Assign outfit, have another option for non dead man's apparel
I have colonists wearing dead man's cloths simply because new ones are of lower quality
Moose... Just add moose, moosees, or meece.
Re-do pawn deaths. I guess that witnessing the death of an enemy or a visitor/trader isn't that big of a deal, but when it comes to colonists... that awful notification sound, the sterile white text in the above screen and your pawn just flipping from vertical to horizontal just doesn't do justice to the emotional investment this game is capable of generating towards your characters.
Would love an "Allow Harvest" toggle button for growing zones similar to the "Allow Sowing" one. Would be very useful for maintaining an alternative Haygrass field for animals grassing directly.
Make alerts that make your camera jump to a location (or maybe just all) require a right click to clear instead of left click (jump to on left click, clear on right). I commonly have cargo pods or escape pods drop, jump to them, get caught up with something else for a second, then have to scroll around the map trying to find them and wish I could just jump to the location again.
I was playing recently and thought of breeding animals for the purpose of a second line of defense just in-case enemies breached my turret line. So how about more animals that are combat based? Examples could be....
-Tiger = reskin of Panther (slightly larger and higher damage but more difficult to train.)
-Dinosaurs = reskin of various animals (You already have Megasloths so I think it could fit the canon of things that should be extinct that you've already set. Plus a tamed T-Rex would be amazing for defense, as a pack animal, and for eggs. Imagine the omelettes!)
-Giant Mantis Shrimp = reskin of Megaspiders (Yes its a joke, but having an animal that only spawns near water would be cool -- especially if its dangerous. So having water near your base could give them a place to live and they could defend your borders with their short crustaceous lives!)
Just food for thought.
Include pawns whose infection needs to be tended in the " colonist needs treatment " notification
Quote from: Wanderer_joins on May 12, 2017, 04:16:09 PM
Include pawns whose infection needs to be tended in the " colonist needs treatment " notification
I'm pretty sure it already is?
instead of it saying "Low medicine" when you have 0 medicine it should say "0 medicine"
"fallen tree" randomly spawns around maps that have lot of trees (temperate forest, boreal forest, etc) it provides cover and yields wood
I dont know coding - but my suggestion is forcing chickens to lay eggs at an animal bed (if one exists).
A huge benefit to players that like to raise animals. If a player builds a proper barn, it will drastically decrease the work load of keeping chickens.
A structure that you can shoot through, but cannot walk through, very simple.
Increase "torso" hp in humans. Seriously its one of the comparatively WEAKEST points, even though its the biggest, bulkiest part. Its 4 times the size of the neck in reality about, yet only 25% more hp than the neck
Especially with infections and bleeding made more nasty recently, I see no reason to not make this beefier, while making bleeding for it worse.
And honestly, make bionic limbs more sturdy : flesh and bone is far weaker than metal and industrial grade rubber, for instance...so I expect it would take more punishment.
I think the debuff from the death of close friends/relatives/bonded animals etc should be changed. first of all there should be a chance that is dependant on the relastionship that the pawn will go berserk straight away. also the actuall debuff should start at significantly higher number and should have a dice roll once a day to go down. chances to go down should depend on how close they were. there is no maximum number of days of the debuff. that would mean that some pawn will never recover while others more lucky will recover much faster than it is now and overall would feel more realistic and immersive.
another thing that could be added, but not that cheap is that those deep debuffs should leave a permenat mark on the pawn. it could have a chance to add another trait - some pawns could become lazy, others depressive. good traits should also be a possabilaty, but less common. that change would also make pawn feel more alive
How about a "Rescue" ship that arrives to take one of your colonists away. Ship won't rescue anyone but the person they were sent to retrieve. Refuse to let the colonist go and they will take a big mood hit. Also may trigger a "pirate" raid who will attempt to kidnap that colonist.
Two new events
Hibernating Bear - During the winter, If your colonists begin mining an edge cell to a mountain/ hill there is a chance that one man hunting bear will spawn. As if your colonists stumbled across a hibernating bear and woke it. Maybe tied to discovering one of those open areas inside a hill.
Traveling doctor - A pawn with medium to high skill in medicine visits your colony for a time and will perform any surgery/ doctoring bills.
With a17 it would be nice to have an option to toggle (like self-treating is) group hunting. This would be especially useful in tribes, since short bows are really bad at hunting, except when there's a lot of pawns firing at the same target. It would make it easier to hunt dangerous animals also (maybe with an option to only group hunt those dangerous ones).
Alternativelly to the toggle, it could be like in animal's master option, when you choose with who, any given colonist would hunt, when hunting.
I just want a wood fence for my outdoor animals.
Display the age or even better, an indicator of age in relevance to life expectancy, of the colony animals on the animal menu, at least for adult animals. Perhaps as an enhancement of the current indicator for maturity level. This would be very useful as a quick overview over what and how many animals are getting too old and that one should begin preparations to replace; whether by breeding, buying, or taming~
Just some new hairstyles and other things to make the colonists look different, for example scars, glasses, eyes, ...
1. In a growing zone, have the option to "plant natives" - rimmers will randomly plant a mix of all the trees that are native to that biome. Allows you to create a nice aesthetic that matches the environment.
2. When clicking on a zone/stockpile/growing, have an "expand zone" button - a shortcut rather than artitect -> zone/area -> zone -> clicking existing zone -> zoning
Adjustable game time speed
The cheapest way would be just adding 4x/8x/16x modifier to in game time.
So each season would be equal to 1/2/4 years. This would result in pawns aging quicker.
The more advanced version of this feature would include various traits/buffs/events associated with certain pawn age. For example, younger pawns could get a bonus to learning speed, physical attributes, move speed, immunity, health etc. Older pawns would get bonuses to the social, animals, artistic, cooking skills and debuffs on physical skills and health.
What about more darkness at night? Outside lights and torches could help keep wild animals away and illuminate the surroundings but beyond that the map should get really dark. Which also brings up the idea of new nocturnal animals and predators.
How about tools? The technology smithing says crafting metal weapons and tools. Let our pawns make an ax for faster chopping of trees or a hoe for faster harvest or more bountiful harvest? If they are carrying a tool it counts as a melee weapon but probably not as good as a dedicated weapon like a sword.
Quote from: oddblade on May 19, 2017, 12:11:58 PM
What about more darkness at night? Outside lights and torches could help keep wild animals away and illuminate the surroundings but beyond that the map should get really dark. Which also brings up the idea of new nocturnal animals and predators.
+1. Would really add a new depth to the game. Though I think int his case, day and night would need to be longer.
Quote from: oddblade on May 19, 2017, 12:44:48 PM
How about tools? The technology smithing says crafting metal weapons and tools.
+1
Quote from: oddblade on May 19, 2017, 12:11:58 PM
What about more darkness at night? Outside lights and torches could help keep wild animals away and illuminate the surroundings but beyond that the map should get really dark. Which also brings up the idea of new nocturnal animals and predators.
There's a mod that does some of this, and I'll tell you, it's kind of hard to play with, especially if it gets foggy. I like it and hopefully will use it when it gets updated to A17, but it's a damned pain sometimes.
At the moment rain doesn't mean anything. There's a rainy thunderstorm going on right now, and my guys just casually walk half way across the map without a care in the world.
Perhaps rain could:
- Slow walk speed
- Maybe they would be less inclined to go outside in the rain? wimp's might no go outside in a thunderstorm at all
- Crops grow a bit faster after a rainfall - too much rain and crops die
- Thunderstorm might make animals flee scared (wild animals run off map - tamed animals run around home area scared, or run inside)
- getting wet might add a mood debuff - preventable by wearing a parker or duster - or new item "raincoat"?
- marsh areas get BIGGER during a thunderstorm
Laying out indoor zones faster:
- Clicking in a room with left mouse button while holding down CMD will fill the room with the chosen zone.
An indicator in the trade window that flags bonded animals.
Quote from: DropbearNinja on May 20, 2017, 05:36:11 AM
At the moment rain doesn't mean anything. There's a rainy thunderstorm going on right now, and my guys just casually walk half way across the map without a care in the world.
Perhaps rain could:
- Slow walk speed
- Maybe they would be less inclined to go outside in the rain? wimp's might no go outside in a thunderstorm at all
- Crops grow a bit faster after a rainfall - too much rain and crops die
- Thunderstorm might make animals flee scared (wild animals run off map - tamed animals run around home area scared, or run inside)
- getting wet might add a mood debuff - preventable by wearing a parker or duster - or new item "raincoat"?
- marsh areas get BIGGER during a thunderstorm
This isn't a BAD idea, but its not cheap : it would take a lot of recoding.
Make home zones into 2 separate features : fire fighting zone, and cleaning zone, which can be added separately, and add a switch for home zones to add either / or of these.
Quote from: mumblemumble on May 20, 2017, 04:34:25 PM
This isn't a BAD idea, but its not cheap : it would take a lot of recoding.
If they did 1 or 2 points at a time, I thought would be cheap? All at once, agreed, probably not cheap.
make healing bruises use no medicine : seriously, why would you waste medicine on a black eye? It doesn't even help anything does it? And everyone I know micros to not waste precious medicine on them. Can we just make it so only open wounds use them?
How about a simple yet funny concept of giving the ability to hungry wild animals (omnivorous/ carnivorous) like bears to dig a filled grave (not a sarcophagus) and eat parts of the body? That way if you have a colonist you care about you won't just build a random grave in the middle of the forest and leave him to rot there. I'd say it would definitely give a little more life to rimworld, and it's really a simple concept, nothing really complicated. I think it sounds quite realistic and can also be quite annoying and funny for bodies to keep getting to the surface and the grave to disappear if you choose to bury them randomly :)
Instead of hauling being 100% disabled, put a low carry limit on it : essentially making them extremely lazy,refusing to lift above a certain weight. Would make more sense than refusing to lift anything, if one refused to put their backs into it.
(https://artfiles.alphacoders.com/876/87608.jpg) | Quote from: mumblemumble on May 22, 2017, 02:40:55 PM Instead of hauling being 100% disabled, put a low carry limit on it; essentially making them extremely lazy, refusing to lift above a certain weight. Would make more sense than refusing to lift anything, if one refused to put their backs into it.
It would be sort of like a skill assigned by a back-story teller. |
Quote from: DropbearNinja on May 20, 2017, 05:36:11 AM
At the moment rain doesn't mean anything. There's a rainy thunderstorm going on right now, and my guys just casually walk half way across the map without a care in the world.
Perhaps rain could:
- Slow walk speed
- Maybe they would be less inclined to go outside in the rain? wimp's might no go outside in a thunderstorm at all
- Crops grow a bit faster after a rainfall - too much rain and crops die
- Thunderstorm might make animals flee scared (wild animals run off map - tamed animals run around home area scared, or run inside)
- getting wet might add a mood debuff - preventable by wearing a parker or duster - or new item "raincoat"?
- marsh areas get BIGGER during a thunderstorm
Would love to see rain impact pawns. Maybe simplify it to pawns out in the rain get a condition, "wet", that when combined with cool/cold temperatures makes them far more likely to get the flu. A parka or duster and cowboy hat would mitigate the risk.
Also like the slower walk speed to simulate slogging through the mud. It would make paving areas around the base even more important in some biomes.
Add maple syrup to the game so every couple of days some type of threes may be harvested for maple syrup
Pioneer hat that would be created with only raccoon leather and it would give additional isolation from cold
Another one I've meant to suggest for a while, but keep forgetting about: Please make it possible to flee caravan ambushes. Maybe not immediately; Give it a couple hour delay or something, if you think that would balance it out, But too often, getting ambushed with a small caravan, which is common early in the game, is basically a death sentence; This is doubly true if it's a manhunter animal/pack that ambushes you.
For me at least, it seriously disincentivizes early caravaning, because it's a big risk; I still do it for distances of a day or less, but it always makes me nervous unless I've got my very best hunter on the caravan; Too often I don't, though, since I kind of need them around to protect the colony and provide food.
Make grass and trees have beauty to them... seriously finding the great outdoors ugly in a17 public test is weird. And I've met nobody who says a field of grass is ugly. At very least let grass be a neutral beauty.
harvest snow and make snow balls.
throw snow balls for joy.
can cause a colonists to fight.
troll pawns by equipping snow balls and hitting them. makes them go berserk. random chance to knock them out cold "get debuff called: knocked out cold"
trolling pawn receives buff "knocked out Pawn cold"
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have a trash hole.
door slams on pawn event
door breaks pawns toe, fractures skull, breaks ribs
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pawn believes it's an animal event
pawn eats kibble, raw meat, sleeps outside.
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hay pile spontaneously combusts
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pawn will drown in water tile
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if a builder fails he hurts his fingers
Dangerous creatures!
- something like Aliens, but without fog of war It would not be so interesting :)
- something what comes out of the water
- something lurking in the sand
- parasites
pawns drop their beer and pisses them off/go berserk/go wandering
pawns drop their smokeleaf joint causing them to catch on fire, floor catches on fire.
pawn becomes addicted to television/ binges on television
pawns tell jokes which boost mood
wild animals will break your stuff
corpse piles will create "fly event" where crazed flies suck out colonist blood.
Add assignment priorities where we can put them in brackets. I.E. Firefighting, patient, and doctoring I put in a bracket with a priority of one, all the growing and construction in bracket 2, then crafting etc. in bracket 3 or however I want to bracket them. Then allow us to assign priority for these brackets. That way I can assign my doctor to do all the work first with a priority of 1 and a bracket of 1, but then I can assign my non-doctors a priority of 2 with a bracket priority of 1. Thus doctors will still be the first to help, but my non-doctors wont prioritize other things ahead of healing and still healing, but only if my doctor can't.
if you build a barn, run out of wood partway through and have to chop trees as you build (not unreasonable), then change your mind on where you want the barn put & order the old one torn down and a new one put up, your pawns will go to the old barn, pull down a single tile, then carry that single tile's worth of material to the new barn, then walk back. There appears to be no way to stop them from doing this, no way to order them to focus on deconstructing before they focus on constructing. Very easily fixable problem
I kinda like the new planetary generation, where you basically have one giant continent, and everything else is water, but those poler ice caps! I think it would be much better if polar ice caps were actually round, and not cut cleanly in the middle.
Have colonist carry a melee weapon and a range weapon and when the enemy gets close to them have them auto switch or put it on a toggle.
Make shelves' items able to pick up when adjacent to spot (instead of having to walk onto the spot first)
- a lot of people already use stools for this mechanic (and it's weird)
- shelves seem tailor made for a task like this
- stools already do this so it should be easy to implement
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It's nice to have the new shelves now (A17) for every item which also remove the uglyness of the items in the room.It's cool for e.g. butchering/cocking and all but:
A lot of people simply use stool with storages for meat/veggies around the kitchen table because pawns just pick up/drop stuff from spots with stools when adjacent instead of walking onto it first. This makes cooking much much quicker but unfortunally the shelves do not have this advantage, despite otherwise seeming tailormade for placing meat etc. next to a stove.
If the stools have this "feature", the shelves should have that too. Or just the shelves probably. It's a very hidden and weird mechanic and I doubt that too many new players will try that without a guide, but it kinda important later on since it boosts cooking speed like crazy (especially with high skill).
Mark tress etc with "plant cut" if a structure plan is put onto it
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right now, builders will ignore build spots with trees etc. in it if they garther stuff to build around that spot and then proceed to cut the plant themselves (which can take a lot of time and can also fail to yield stuff). It's a tad bit frustrating to do this by hand and they have to be cut down anyway. Would be cool if the right one for the job does it automatically.
Could we have a shelf rework so that it can hold double the stacks? I really don't see any use for shelves atm., it would be really awesome if they would have 2 levels so that they can for example hold 150 stacked foods and 20 packaged meals etc. That would be really really great. Please do this, my mass harvests will be so much more effective..
Also, I really love this idea here: https://ludeon.com/forums/index.php?topic=29531.0 .. I'd really, really love something very expensive that lets you heal your colonist of almost everything, it could maybe use luciferium to heal, I'd think it would be really awesome. If at least a modder could do that, I would absolutely love it (I usually play with only one colonist as a main until he dies and I hate when he loses parts or gains scars, so please make something like this that uses luciferium but without the addiction, and make it really really expensive to create + need for a long research).
Give sun lamps the option to leave on permanently. I always put sun lamps in my hospitals (for the lighting bonus, not sure if it affected surgery chance, but I thought it did. If it doesn't I guess this is a mute point), and now they shut off at night which made my hospitals less effective.
Love the game Tynan! Been playing and watching lets plays for about 8 months now.
I would love to see the character task prioritization checkbox tab in the character selection menu. This would make choosing a starting team much cleaner and prevent me from remaking games because "oops I didn't realize I lacked a ____ ".
Hey :)
It would be nice if caravans travelled faster on roads :)
Like, not too much faster, but it they were faster, the roads would kinda make more sense to have :)
Make nuzzling a 100% social action like chitchat etc.
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Nuzzling captures a pawn in the action and force them to accept the nuzzle. The idea is nice that pets want attention and kinda force you to nuzzle but the problem with are the actions that do not accumulate work like: stone cutting, cooking, deconstructing and even tending wounds.
I don't know how many people who play for efficiency play with "just pets" pets like yorkshires, but e.g. loosing a pawn in a critical moment because a pet comes and nuzzles.
Pets that are just allowed in home (to maximize nuzzling), pretty much always nuzzle cooks etc. When my pawns are already happy, I don't want them around because they interrupt people with cuteness and when my pawns are not already happy because of crappy base etc. I can't really afford pets.
I think this is cheap, not sure. A right-click function to 'move a mod to the end/beginning of the load order' in the mod-menu.
bjoe: Caravans already travel significantly faster on roads.
Here's a few.
Trench: A form of cover that takes nothing to build, but only offers 45% protection. Also harder to cross than sandbags.
Visible pants: The name says it all.
Ornaments: Tiny, cheap structures that improve the beauty of the room slightly. They don't even have an artwork on it, like sculptures and sarcophagi do. Budget artwork, essentially.
I love the game! Suggesting tweaking happiness factors somewhat around trees and grass and stone chunks, because why do colonists find outside so ugly? There's trees and grass and flowers and wildlife everywhere. But as soon as they leave their very sparse and barely lit base, happiness drops because they find outside ugly. Why do they hate naturally-occurring boulders so much? That shouldn't happen! The sun is out and colonist is out walking through the woods to tame some animals, they should be feeling happy about it! Please make outside, particularly in temperate biomes, a happier place. :)
I think this is cheap enough. It's interface.
Can we highlight resources or terrain information on world map? Like data layer so that we can see 'growing season length' or filter through hexes with 'marble and granite only' without having to click and check every single tile. I'm gonna suppose it's a bit of work on the interface but it does not affect the game mechanic, i think.
Sleep deprivation should cause a similar effect like malnutrition. Meaning, after a sleepless night, people should get some kind of growing"sleepless"-Debuff, the longer they stayed awake. This should reduce sight extremely, cause working failure chance and reducing concioisness. As a bonus I imagine a bigger chance on starting a fight with others, as sleep It bad usually making pawns pissed.
As a bonus bonus I'd imagine people sitting in the dark or at low light gaining the darkness-adjustment condition which makes them better sight at night, but nausea an sight malis at day.
Last but not least, working in the dark should be highly reduced(about 80%). And science should be impossible.
Food priority for pawns interacting with animals i.e. taking hay/kibble.
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Right now several weirdnesses exist in the game ranging from "raising eye brow" to "looking utter confused.
- tamers get veggies over hay for taming/training
- tamers get meat over kibble for taming/training
- doctors feed lavish meals to e.g. chicks when doctoring despite hay/veggies present
Those are two ends of balancing of course too so it might be more than a quick job, but at least feeding of the best available meals should be something that humans get. Not 0.05 max stomach animals. I also hardly see a reason for kibble except "I got too much (human) meat" and "this animal does not eat veggies" with the current ingame food priority.
It's also weird progression wise that your animals need e.g. veggies when you begin to tam/train them and then kinda just eat hay in late game. Making hay in early game for an (trainable) animal focus is a bad idea, which is a bit weird.
The ability to write (for custom start scenarios) additional flavor text for specific events, with a pop-up dialog similar to the game start dialog box. This could be as simple as allowing for multiple 'game start scenario' pop-ups with a timer similiar to pre-planned events. It could get annoying if over-used, but I think it could add to the custom scenario stories.
For example:
You have a pre-timed raid - such as you crash landed because you were attacked by the pirate faction on the planet you landed on. The first wave happens on day 1 (with a message about you are sure they will send someone after you), but after defeating the first wave, maybe 1 days later, you receive the custom scenario message from the pirates threatening you with another assault.
(This could be expanded upon, with the new event system, for example 'tribute' collection or face the consequences, but is not a part of this cheap idea.)
just to make the game a bit more realistic, make grenades an one time use item.
since smoke is in the game, why not add smoke/tear gas canisters. also, having flashbang grenades will also be nice.
Do not allow pawns to re-arm deadfall traps while standing on them. This one's just annoying. Losing characters to this is simply unacceptable. Perhaps have pawns always treat deadfall traps as active unless there's no other path?
Random event: Rodents plague.
It spawns a group of rats that consume your crops (similar to "Beavers!").
On the other hand, it would be nice to have a scarecrow-like passive solution to deal with wild animals consuming your crops.
Personality Conversion : Allow "cannibal" "Drug addict" or any else to convert others colonists using their social skill.
How about an animal that can boost a caravans speed. Like a horse but can't carry much.
Let animals who have haul fully trained carrying items in caravans.
I think especially about large animals like elephants.
Still about caravans :
Place an indicator of the current speed of the caravan (tiles/day) in the formation screen.
It will be hourly actualised when we select a new pawn or animal and indicate which one is the limitator.
It would be very useful to show immediately who slow the caravan.
I precise I will post this idea in a separate topic too because I think this one is a little bit a dead-end.
Wild predators should get angry if you start hauling away their kill.
I don't know if this is even still being read. But perhaps you can add spies. When a person joins the colony for whatever reason it has a random chance of them being a spy for a previous faction. If they are a spy then it sets a future time, maybe 27 days. After 27 days it will wait until more than half of the colonists are sleeping or 24 hours (whichever is sooner) and the guy will turn bad and attempt to steal an expensive item (like a normal bad guy) and walk off. It will only send a message if the guy gets away or if another colonist comes into contact with him.
When my constructor has finished building shelves in the wood workshop, the haulers start filling them up with weapons. Then after reinstalling the shelves where I want them, once again, my confused haulers get busy carrying around weapons.
Simple solution: Let shelves store nothing by default.
The default priority is fine at "important", in my opinion.
If you have someone as a prisoner then there is a percent chance that their faction will attempt to form a rescue mission in which they bring a more/better equipped people. The story can say they gathered together their friends and neighbors to rescue so-and-so.
When you build anything that has a quality value, allow the option to set the level a worker has to be to accomplish it, so only level 15 or 20 construction workers will work on it. I am constantly having to grab my best worker and manually pull him off whatever he is doing to go build a chair or table before the noobie construction guy who has nothing to do attempts to put it together.
Extra-cheap idea: have a secondary event notification say, 1 in-game hour before a trade caravan leaves your base or a trade ship leaves orbit. A sort of "last call" in case you were busy when it arrived or you need to finalize something.
Quote from: the_dill on May 29, 2017, 06:43:28 PM
just to make the game a bit more realistic, make grenades an one time use item.
Grenades are "consumed", after a fashion. You'll note that each time they're used, their durability goes down. People just have to be armed with a lot of them because it's their only weapon.
More of a question than a suggestion ..
Why is the "Error Log" the only window that can be moved around ?
Please Extend the option to all other pop-up windows.
Quote from: SpaceDorf on June 02, 2017, 11:17:56 AM
More of a question than a suggestion ..
Why is the "Error Log" the only window that can be moved around ?
Please Extend the option to all other pop-up windows.
+1
Could we have it that when you double click on a colonist (bar or otherwise) the camera instead of just snapping to them will follow them as they move? And to cancel it you just move the camera manually and it will stop following them around. Pretty cheap, maybe 20 minutes top to make part of the game.
There's a mod that does this: Fluffy's "Follow Me". If it's not already on the list, you should ask him to submit it to the thread for mods being incorporated into the Vanilla game.
Stockpile menu option
--All degradable (anything that will degrade without a roof)
--All perishable (anything that needs refrigeration)
--All non-degradable (anything that will NOT degrade unroofed)
Outfit option
--Allow/forbid deadman's clothes
Gear option
--Allow/Forbid pawns carrying meals
(no more "ate without table" because they carry meals around all the time and eat on spot instead of going to the dining area)
Edit: Allow the terrain information to still be seen while placing zones and structures. (For example: building a growing zone over ONLY the 140% gets tedious as I close and open the orders menu to view the terrain information over and over.)
Edit 2: Either add "copy/paste bills" button to production stations or allow them to be reinstalled elsewhere with the bills intact instead of deconstructing them. This saves time and annoyance recreating all the bills.
Edit 3: Forbidden stockpile
Pawns can add items to this stockpile but not take items out of it (for preserving stocks of survival meals, drugs, seasonal clothing like parkas, etc.)
Mice, in addition to rats.
Haygrass-based thatch-style floors. Oh how my Tribesmen would love it. Also possibly walls and other haygrass-based constructs.
Quote from: NPKenshiro on June 02, 2017, 04:32:16 PM
Mice, in addition to rats.
Haygrass-based thatch-style floors. Oh how my Tribesmen would love it. Also possibly walls and other haygrass-based constructs.
haygrass as a building material...love it!
Heck, just "grass" as a building material...for when wood isn't cheap, fast, flimsy, or flammable enough!
I would like something like current generators and bridge to make river more than an obstacle. More plant type may be fun too. Also an option to add more than five faction may be useful. Another good idea can be a more detailed scenario editor. They are similar mod and other interesting mod on steam but, will be great if it is vanilla like space engineers did with there mods.
Released prisoners should walk to the *nearest* map exit and not run around my base and (surprise, surprise) end up dying somehow...
What about generating ancient cites in a few areas of the map? Like full cites, that have degraded over time and have broken down machines and caved in buildings and stuff? And you could set up a colony in the old buildings, and have a few super old skeletons, and revive the city and such! I know that will take ages, but something to add over time in the future maybe?
Quote from: Tasty Pasta on June 03, 2017, 11:47:40 PM
What about generating ancient cites in a few areas of the map? Like full cites, that have degraded over time and have broken down machines and caved in buildings and stuff? And you could set up a colony in the old buildings, and have a few super old skeletons, and revive the city and such! I know that will take ages, but something to add over time in the future maybe?
And there were initially full of mechanoids so really dangerous to explore but colonizable.
Also going to add that we need to be able to forbid deadman gear from a certain stockpile. I find it puzzling it wasn't put in at the beginning.
Three suggestions that I think should be fairly cheap.
First, a persistent notification when a trade ship is in range. This would be like the notifications for an ongoing weather effect, like an eclipse or a thunderstorm, not the "letter" notifications. I often am not able to send someone to trade with a ship the instant they enter range, and often forget they were there until I get the notification that they left. This would give an onscreen reminder that the option for trade is present, as there is currently no onscreen presence for them like there is for trade caravans.
Second, relations should not be strangers, with regards to stockpiles and similar allow lists. If a family member of one of my pawns is a member of a hostile faction, and dies attacking my base in a raid, I would like for them not to get automatically cremated, if I have set it so only strangers get cremated, so I can instead bury them or place them in a sarcophagus (which I would like to be able to do without needing to adjust the settings on the sarcophagus.)
Third, adjust the blueprint "ghost" image for the grave to make it easier to see which end the headstone will be placed at. My graveyard usually grows over time, and it often turns into a bit of a mishmash, as some graves unintentionally end up facing the opposite direction as the ones they are next to.
A really simple interface usability change regarding temperature:
- Move the current temperature at the cursor location, from the bottom right (by the weather and time of day) to the bottom left where the rest of the "mouse over" information is.
- Add a new temperature to the right, next to the weather that always shows the outside temperature.
That way it will be easier to understand where the temperature at the cursor location is found, and it will be easier to see when it's getting warm/cold outside.
I think it would also help a lot to bring the seasons back to help the player understand if it's getting colder or warmer. The new "months" only add confusion I think, as it usually doesn't matter if it's April, May or December, but it does matter if it's spring or winter.
For example:
(to the left, cursor over indoor location) Indoors, Constructed roof, 21°C
(to the left, cursor over outdoor location) Outdoors, 8°C
(to the right) Spring, Raining 8°C
Right now caravan movement speed is based on biome and season - this can get a bit weird. A temperate forest biome will slow a caravan significantly during the winter 'due to snow' - even if the hex is near the equator, the growing season is still going strong, and it's a balmy 15 degrees C.
It would be nice if caravan movement speed were tied to growing season instead - or even temperature, so caravans travelling through excessively hot hexes would be slowed due to needing frequent rests, or only being able to travel at dawn and dusk.
-A fifth level for manual work priorities. It's not a major inconvenience, but it's definitely noticed sometimes.
-The ability to put devilstrand in hydroponics. Was there a reason this wasn't included?
-When forcing a pawn to prioritize something, allow them to do it even if they're not assigned to it (but possible of doing it). This will cut out some micromanaging. "open tab, allow doctoring, tend, open tab, disallow doctoring."
Devilstrand used to be allowed in hydroponics, but it was removed because the long grow time, combined with the fragility of hydroponics (God forbid you had either a bzzt! or a solar flare) meant it failed way too often.
Hi, I have a few "cheap" idea.
New planet generation setting: faction colony density (maybe 10-30-50-70-100-150-200% of the curent density)
Repairable combat equipment. (I just feel so bad about using a realy good quality armor, knowing that it will simply be broken at some point) - maybe only awailable for extreme-masterwork-legendary quality with the use of some materials the item creation needed baseline - both the crafting and the broken down buildings systems could be used, but crafting would be more realistic, useing the same bench the craft needed just by creating a new order, to repair a certain type of item.
Disable incident - breakdowns - it's just annoying, would be cool if it could be disabled, like zrits.
Create incident - orbital trader - options, like the options to "order" caravan types or tell the orbital trader, to send out a message of an order, players can make, that arrives 1-2 quadrums later.
Extra idea for colonists childrens, maybe not an easy one - use the system of the Thrumbos breeding time as a base, maybe half of it, and add a new work tab for caring children, make it work as animal handling. Children needs caring in infant state (up to 3-5 years or something). All of these are already existing in the game, that's why I'm writing it here in the "cheap" section. Children would be cool for roleplayers even if they need a lot of time to grow up.
Also an extra idea, that makes the game a bit more realistic - young animals born from tames parents should be easier to train, a simple mood for them, that gives their trainer X% bonus success chance.
Fully Bionic colonists (torso, head), makes them "immortal" (aging doesn' affect them).
Just by adding more tradeable bionic body parts. Body part ideas:
-torso:
- currently existing ones, just bionic (lung, heart, etc.) with boosts, like liver/kidney- addiction recovery
- torso tissue (muscles, skin, bones, like at the limbs), should give an all around bonus to most activities, maybe 5%
- head:
- brain (no longer lose xp over time -it can also be a memory chip coupled with the existing ones)
- conciousness chip (if to make it other chips not drop down conciousness)
- cosmetics (replaceable ears, nose, etc.) - or rework luciferium (haven't used it a single time, but 'im scared because of the risk of losing an almost full bionic colonist, to regrow a nose or ear.
material requirement adjustment:
walls, they cost way to few resources, especially compared to arts, that requires tons of them, still the largest ones occupies just 4 units of space.
also doors compared to walls, cost way too much, however, that cost seems somewhat balanced.
Also, built walls should be stronger than the stone it is mined from, because it's structure is enhanced somewhat.
My suggestion is to make walls cost around 30-50 materials, and give them a bit of health boost too compared to the stne they are mined from.
Also stone block crafting should craft more from a chunk in this case, or reverse balance things, and make other things cost less.
Building a stone base should be expensive, but should be more rewarding too.
Also, don't know how hard it is to program, but coolers and wents should be implemented to walls, so they don't act as weak spots at raids.
Maye make the hot part 1 space unit further away from it, so in the space between, can be a wall, that's the easiest way to solve this thing.
- Make (pack)animals prefer hay etc. over human-edible food in caravans.
Seems like every eater eats the things they can eat with the shortest spoil time. This means your animals will always eat your colonist processed food in winter caravans and ignore hay until the other food is gone. It also makes pawns eat raw human meat etc. even if there are real meals left. Kinda makes it impossible to sell human meat with caravans or to do long caravans with packing animals in times where they cannot gras during caravans. They will ignore hay and eat simple meals etc. Will probably need an action since the "eat what will spoil soon" makes sense in general, but not really in use cases like winter caravans or trying to sell raw food.
- Make smokeleave joint crafting setting to skill again (and maybe add it to the druglab)
Right now you can not make your builder prefer stone cutting over rolling smoke leave joints without priority forcing i.e. heavy micromanagement. Maybe a simple reverse in job priority would also do the trick but imo the case where joints and stone block crafting are both available is very common and your builder will always do the joints first. The whole reason I allow my builders to do crafting now is due to the changes on stonecutting. (The same plead probably applies to smelting)
Perhaps the ability to build roads between colonies/allied settlements? I mean some of them you visit often enough, why not have them do it or build it yourself?
On another note, what ever happened to the cages? I think they would make a nice deterrent for raiders since we have the mental health system in place now.
What about adding deterioration effects to items that are in water, similar to when they are unroofed? It seems a bit silly to store all of your goodies ontop of a gushing river, I think.
Event: Pawn leaves.
Like on pilgrimage, or just tired of your bullshit etc. Leaves to join a hippie commune or whatever
Quote from: Lightzy on June 08, 2017, 10:04:14 AM
Event: Pawn leaves.
Like on pilgrimage, or just tired of your bullshit etc. Leaves to join a hippie commune or whatever
In fact, this event already exist in the code, like the infiltrated agent one, but it has just not be implemented.
I imagine it's due to the frustration they create by removing a pawn you have trained all along.
Quote from: NeverPire on June 08, 2017, 12:54:46 PM
Quote from: Lightzy on June 08, 2017, 10:04:14 AM
Event: Pawn leaves.
Like on pilgrimage, or just tired of your bullshit etc. Leaves to join a hippie commune or whatever
In fact, this event already exist in the code, like the infiltrated agent one, but it has just not be implemented.
I imagine it's due to the frustration they create by removing a pawn you have trained all along.
It WAS implemented....it was removed 5 (i think?) alphas ago - and yes, because having a pawn just leave/die is no fun
Chance for tailored cloth items to come out of the creation process in a variety of colors?
"Fridge" - a shelf for food,
A range restriction on how far you can *bring* something to a storage area, making it possible to set up staging,
"Trade doors" - restrict doors to specific tasks (so you can set up an abbatoir that people can't stroll thru; up to you whether people on a mental break will ignore these rules)
Not sure if this counts as cheap but clothing dyes.
That way you could assign some kind of uniform color.
Quote from: kfsone on June 08, 2017, 06:59:29 PM
"Fridge" - a shelf for food,
A range restriction on how far you can *bring* something to a storage area, making it possible to set up staging,
"Trade doors" - restrict doors to specific tasks (so you can set up an abbatoir that people can't stroll thru; up to you whether people on a mental break will ignore these rules)
I second fridges
Skill Research
Two ways to go about it:
A) Give research benches a bills queue. Bills can be to research something from the tech tree or to research a specific skill.
B) Add a separate "Study Bench" with a bills queue.
Pawns set to perform a given skill will research it instead if the conditions are met: 1) there is no actual work for that skill available, 2) the pawn is capable of performing "Research" jobs, 3) an available station has a bill to research that skill, and 4) the pawns skill advancement isn't on cool down.
The "Research" job priority determines when the studying takes place.
Pawns incapable of "Intellectual" cannot advance skills in this way.
Higher "Research" skill speeds up studying progress.
Quote from: NeverPire on June 08, 2017, 12:54:46 PM
Quote from: Lightzy on June 08, 2017, 10:04:14 AM
Event: Pawn leaves.
Like on pilgrimage, or just tired of your bullshit etc. Leaves to join a hippie commune or whatever
In fact, this event already exist in the code, like the infiltrated agent one, but it has just not be implemented.
I imagine it's due to the frustration they create by removing a pawn you have trained all along.
It's fine now. You got world-map play.
You can go to where he went on pilgrimage to bring him back.
Or he can return on his own.
Or he can return on his own with upgraded stats (like a went on pilgrimage buff to morale etc)
I think this has been suggested before but it really needs an event log. Dismissed events can no longer be read afterwards and dinding the event location after dismissal can take some time. Also it would be just nice to see a history of the colony.
Seems pawns rather eat raw human meat than raw rice when in caravans, often resulting in breakdowns. Maybe an option here would be nice, although that's very nichey since no one takes raw rice with them. Except when no cook is present and you just butchered some humans.
I do not know if this idea already came up, but I think pawns with high social skill should be able to intervene during mental breaks - maybe with a fail/success chance.
Another idea I would like to see, is some kind of ingame statistic in the main menu, showing how many colonies one already started, how many of them succeeded and how long they lived. Don't know, if this could be seen as a cheap idea, however.
Make another kickstarter to make the game multithreaded and x64.
You alleged that it was not worth it because it was expensive, and not much of an upgrade. But i wouldn't mind spending a bit more if you let the game have it, and i bet many people wouldn't mind as well.
I don't know how cheap it is to implement but I believe you should make it so you have check boxes for animal areas. That way if a raid comes you can check mark an area where you want all your animals go instead of having to manual drag and highlight the area for your animals to go. I know it is easy to do small scales wise but it get some what tedious if you have 20+ animals. You have to drag down the list, scroll and drag down until you highlighted all your animals. I believe a checkbox animal area / toggle will be easy to implement and also a good QoL change.
Bills to un-pause by a set time as well!
Using the pause when satisfied, you can set it so that your pawns pause a task when completed and restart the task when the stockpile of the product gets too small. This was a great addition, but with a simple addition it would become perfect for food. Set it so you can auto-un-pause the bill at a certain time, thus you can set a chef to make, say, 30 fine meals in the morning, then leave it for the rest of the day.
Here is my cheapest ever: making production tables (like butchering or cooking one) be able to reinstall in other places.
I don't know if this is done because of balance, but I love to be able to move things.
What about absorbing some mods to the core, like mod list backup I think it's very useful.
Crates: Crates made of wood or other materials to store food, resources, dead bodies and everything. It can be placed anywhere as even furniture. Great for space management and trade (You pack things in and sell the lot)
It should be in Misc tab to place it on the floor and can be reinstalled.
Pros: Space management and better trade
Cons: Difficult to code?
It should be possible to give custom names(labels) to crafting bills.
As an example, I have separate bills for cooking human meat meals or normal meals. It would be useful if I could easily tell which is which on the cooking tab, by name.
It has been said before. Is there something in the code that makes this particularly difficult?
Scenario:
I have a stack of 9 simple meals (made of corn)
I make 1 simple meal with human meat
The cook puts the human meal in the same stack
I now have 10 simple meals contaminated with human meat.
This may or may not be desired, but most of the time, it is not desired. It is also not logical.
Quote from: asanbr on June 11, 2017, 07:54:07 PM
- I have a stack of 9 simple meals (made of corn)
- I make 1 simple meal with human meat
- I now have 10 simple meals contaminated with human meat.
Are there ingredients that are beneficial to consume that can be replicated into stacks of food in a similar manner? Maybe some sort of meat that offers a mood boost?
Quote from: AngleWyrm on June 11, 2017, 08:24:42 PM
Quote from: asanbr on June 11, 2017, 07:54:07 PM
- I have a stack of 9 simple meals (made of corn)
- I make 1 simple meal with human meat
- I now have 10 simple meals contaminated with human meat.
Are there ingredients that are beneficial to consume that can be replicated into stacks of food in a similar manner? Maybe some sort of meat that offers a mood boost?
Its a code and memory-saving technique....otherwise every individual item in a stack would have to be separately tracked, taking 10 to 75 times the amount of space.
This also exists with other stacks with HP or spoil times.
- 30 rice with 1 day left until they spoil. 30 rice with 29 days until spoiling are added, you now have 60 rice with 15 days until spoiling.
- 30 rice with 20/100 hp from being left out. 30 rice with 100/100 hp from being harvested and hauled immediately are added to the stack, you now have 60 rice with 60/100 hp.
Stacks of items do not track individual items, they track HP, spoilage, and contents as one entity...any item added has HP and spoilage averaged in, and contents added to the stack. Any item removed from the stack retains the stack's information.
So 10 potatoes make my colony not cannibals .. awesome :)
I think the other way around. I think the "human meat" tag would override the "not human meat" not-a-tag.
Quote from: SpaceDorf on June 12, 2017, 03:43:39 PM
So 10 potatoes make my colony not cannibals .. awesome :)
No, 10 potatos would make 9 human meat meals into 10 "human meat and potato" meals
Quote from: AngleWyrm on June 11, 2017, 08:24:42 PM
Quote from: asanbr on June 11, 2017, 07:54:07 PM
- I have a stack of 9 simple meals (made of corn)
- I make 1 simple meal with human meat
- I now have 10 simple meals contaminated with human meat.
Are there ingredients that are beneficial to consume that can be replicated into stacks of food in a similar manner? Maybe some sort of meat that offers a mood boost?
Human meat and insect meat are the only relevant cases that I know of.
I'm not sure about insect meat but I think people dislike it. Less than human meat though. If I saw correctly, insect meat was not enabled by default in the cooking tab, which indicates it can have some negative effect.
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.
Quote from: asanbr on June 13, 2017, 01:49:50 PM
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.
changing it would pretty much break all of the increased stack size mods, also pemmican - tracking 75 individual item's ingredients in each stack.
I really can't see the complaints...you're butchering humans and cooking them into meals, shelving them together, and are then suprised when people are upset about what they eat? There is a very simple solution to not wanting human meat in your meals...it solves other mood issues too...
Shooting targets. We can make ranges where colonists can be assigned to practice shooting.
Quote from: asanbr on June 13, 2017, 01:49:50 PM
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.
Human meat meals should simply be a different meal type. Meals should be classified as "simple", "fine", "lavish", or "cannibal". Then there's no problem.
It should be possible to place higher quality walls and doors building plans on top of lower quality. Which implicitly means "first deconstruct what's there, then construct what I want to replace it"
It is tedious when upgrading to first deconstruct, then come back later and construct anew.
Quote from: Aerial on June 13, 2017, 04:22:08 PM
Quote from: asanbr on June 13, 2017, 01:49:50 PM
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.
Human meat meals should simply be a different meal type. Meals should be classified as "simple", "fine", "lavish", or "cannibal". Then there's no problem.
Good idea. Never occurred to me.
Limdood: you're just rationalizing and defending the status quo. I'm sure you're right about how things are coded and it being difficult to fix without breaking 100's of other things. That is also the only valid reason for it to stay that way. The following is not:
Quote
really can't see the complaints...you're butchering humans and cooking them into meals, shelving them together, and are then suprised when people are upset about what they eat?
In the current game, I have two cannibals, 4 non-cannibals, and for a long time I had no cook with skill 6 or above. And no one capable of learning fast.
So I was stuck for a long while only being able to cook simple meals.
Once I can make fine meals, it's not a big issue anymore since then I can make fine meals for everyone without human meat, and simple meals with human meat only for the cannibals. Everyone's happy.
Quote from: asanbr on June 13, 2017, 07:52:03 PM
Limdood: you're just rationalizing and defending the status quo. I'm sure you're right about how things are coded and it being difficult to fix without breaking 100's of other things. That is also the only valid reason for it to stay that way. The following is not:Quote
really can't see the complaints...you're butchering humans and cooking them into meals, shelving them together, and are then suprised when people are upset about what they eat?
In the current game, I have two cannibals, 4 non-cannibals, and for a long time I had no cook with skill 6 or above. And no one capable of learning fast.
So I was stuck for a long while only being able to cook simple meals.
Once I can make fine meals, it's not a big issue anymore since then I can make fine meals for everyone without human meat, and simple meals with human meat only for the cannibals. Everyone's happy.
That is fair. however, this is the cheapest ideas thread. What is more, there should be a correlation between the required effort it takes to implement a suggestion and the improvement in gameplay it would bring about. The "100s of other things" broken would require a very substantial amount of effort, on top of a potential performance hit to fix a mood issue that affects some people playing the cannibalistic game-style.
Mood buff: family member buried in sarcophagus
Colonists get a mood penalty after a non colonist family member dies, maybe we could have an option for family members in a sarcophagus and get a mood buff out of it.
Quote from: Wanderer_joins on June 14, 2017, 03:06:43 AM
Mood buff: family member buried in sarcophagus
Colonists get a mood penalty after a non colonist family member dies, maybe we could have an option for family members in a sarcophagus and get a mood buff out of it.
Sounds sensible, a mood buff for unburied and buried colonists is allready in place ..
this could be extended ( if not allready ) to debuffs for rivals.
Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.
Make wolves arrive and move in packs.
Good point.
When posting, I wasn't aware of how deep this goes.
Maybe this is a big thing and not what the post was looking for but, it's better then me spamming the main suggestions forum.
What about baskets, the pawns could be carrying a basket when they are hauling and they could then haul a variety of objects, there 10 berries, 25 rice and 30 wood. Etc.
and then maybe also you have wheelbarrow as a constructable object to obviously allow the pawn to haul more at a time. maybe the wheelbarrow could sit idle until a colonist uses it and if there isn't a wheelbarrow available then the colonist would haul normally.
Quote from: jdemiers17 on June 14, 2017, 08:01:19 AM
Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.
It could be optional. There are many occasions when it makes sense not to haul instantly.
When there is a cold snap, you need to mass harvest before the plants die, but you can let the crops lie on the ground for days without going bad.
In general when harvesting, it is also efficient to mass harvest and later on mass haul.
It is always (as far as my experience) inefficient to harvest things far away though, so you better just avoid doing that unless you are microing it anyway and can make them haul at the right moment
It used to be possible to rescue people who are exhausted. Now they just lie down and sleep and I can't do anything about it.
Why?
Doesn't seem fair nor logical.
[/quote]
It could be optional. There are many occasions when it makes sense not to haul instantly.
When there is a cold snap, you need to mass harvest before the plants die, but you can let the crops lie on the ground for days without going bad.
In general when harvesting, it is also efficient to mass harvest and later on mass haul.
It is always (as far as my experience) inefficient to harvest things far away though, so you better just avoid doing that unless you are microing it anyway and can make them haul at the right moment
[/quote]
Good points about winter. well maybe if it was an option you could select on the pawns. just because right now there's no way around it without micromanaging, if you set the hauling priority higher then they just cut one plant and then haul it so that doesn't work either.
Clothing and drug policies that you've made should transfer across games. I'm tired of making the same clothing and drug presets every time I boot up a new game.
"Prioritize sowing area" should include more than just the one action on one tile.
I have a single 10 grower that I want to keep sowing devilstrant on a rich soil patch away from the base. She keeps trying to run home to harvest a rice plant that should easily be handled by my 8 grower. She keeps trying to run home.
"Prioritize sowing area!"
*cuts grass on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*cuts bush on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*cuts grass on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*cuts grass on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
When you prioritize cleaning, the unit will continue to look around for nearby tiles to clean. This should be the same for forced growing.
Quote from: Sola on June 15, 2017, 07:51:20 AM
"Prioritize sowing area" should include more than just the one action on one tile.
So what about a modificatin which force pawns to proritize to the selected field before looking for others sowings ?
Is it possible to have an interactive list of loaded items in the temporary world event map ?
It could be useful to find quickly which one of my muffalo carry my medicine without be forced to manually look in the inventory of each of them.
The list could include weapons. For example for players carrying sniper rifle and normal guns to be able to afford any kind of threat, it could save time.
Quote from: Sola on June 15, 2017, 07:51:20 AM
"Prioritize sowing area" should include more than just the one action on one tile.
I have a single 10 grower that I want to keep sowing devilstrant on a rich soil patch away from the base. She keeps trying to run home to harvest a rice plant that should easily be handled by my 8 grower. She keeps trying to run home.
When you prioritize cleaning, the unit will continue to look around for nearby tiles to clean. This should be the same for forced growing.
It's not long ago that cleaning was just as you describe growing.
Anyway, until this is done, your best bet is to create a small allowed zone for your devilstrand plants and restrict your toon to only that area. Then they have no choice. You may also want to restrict them to do only work on the 24 hours of the day.
Once they planted the devilstrand, unrestrict them again.
There should be an area tool for cutting down only trees at 100%, or harvesting plants at 100% etc.
When cutting trees, if I only want the fully grown ones, I don't know any other way than checking them individually and clicking harvest on each, and that is a horrible thing to have to do.
There should be hotkeys for all the character tabs (health, character, needs, etc) so that I don't need to click them with the mouse.
The resources listed on the left side of the screen should be clickable to cycle through and show them on the map in the stockpiles - sometimes it is hard to find them in storage.
The animals should be cyclable through same way as colonists are with . and , keys (but with a different pair of keys for animals, so they don't mix.
There should be a toggle similar to the beauty toggle, but to show how far away things are from spoiling, in hours or days or what may be most useful.
It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.
Quote from: asanbr on June 16, 2017, 11:16:50 PM
It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.
I dunno, how does the game determine what is important? What is important for some isn't important for others. If you have the player define it, i'd imagine the menu would be pretty sizable.
As a side note, you can already set meal bills and thresholds for fine and lavish meals even if no one can yet do it. Assuming you have your cooks either "cook forever" or "cook until you have X," just set the higher quality meals above the simple meals in the bills tab....the moment a colonist becomes skilled enough, they will begin making the fine/lavish meals. Works for components, growing (set the field for healroot...though you'd admittedly be leaving it empty until a grower qualifies), and specialized crafting too
Quote from: Limdood on June 17, 2017, 02:24:51 AM
Quote from: asanbr on June 16, 2017, 11:16:50 PM
It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.
I dunno, how does the game determine what is important?
Interesting idea, even if I'd never use it.
You can set the notifications as an option.
"Notify me when..."
-"Pawn {SKILL} reaches {LEVEL}..."
-"All pawns assigned to {SKILL} have permanently impaired {HEALTHSTAT}..." (Doctors with hands shot off)
When making a new scenario, you should be able to determine the technology level. Currently, you can only choose Neolithic and Industrial, based on whether you choose to make a new colony or a new tribe. I want to make it so I can start with a medieval and spacer tech level as well.
Quote from: Names are for the Weak on June 17, 2017, 01:13:05 PM
When making a new scenario, you should be able to determine the technology level. Currently, you can only choose Neolithic and Industrial, based on whether you choose to make a new colony or a new tribe. I want to make it so I can start with a medieval and spacer tech level as well.
On that note, shouldn't the "rich explorer" scenario start at a Spacer tech level?
Stockpile settings: Hover over item type (or button) -> highlight all stacks of that item.
Quote from: Limdood on June 17, 2017, 02:24:51 AM
Quote from: asanbr on June 16, 2017, 11:16:50 PM
It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.
I dunno, how does the game determine what is important? What is important for some isn't important for others. If you have the player define it, i'd imagine the menu would be pretty sizable.
As a side note, you can already set meal bills and thresholds for fine and lavish meals even if no one can yet do it. Assuming you have your cooks either "cook forever" or "cook until you have X," just set the higher quality meals above the simple meals in the bills tab....the moment a colonist becomes skilled enough, they will begin making the fine/lavish meals. Works for components, growing (set the field for healroot...though you'd admittedly be leaving it empty until a grower qualifies), and specialized crafting too
Good point and good suggestion.
I don't imagine any menu in this game could become more complex than the stockpile config.
But my first shot, and it's a simple one:
On each character's skills sheet, there could be an on/off toggle for each skill, "notify when this character levels up in this skill". That would be easy to implement, not require a new menu, and it would make me 90% happy in this regard.
All stockpile, crafting bill, and other menus where it is possible to click and choose one of ~100 or more options/ingredients/... , should have a search box (with autocomplete).
Usually it's very repetitive things and these menus are not very user friendly.
Create a tale out of successful quests, destroyed bases/outposts
Quote from: jdemiers17 on June 14, 2017, 08:01:19 AM
Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.
Sometimes it is. When your farmer is going to harvest and plant at the same time, its just a big interruption if he does the hauling job aswell. But I think it would make sense if he carries what he can an then drop a full stack. Plus there could be a toggle that he directly hauls it back.
Raiders who kidnap your colonists should sometimes give them back free of charge...missing an organ or two.
Quote from: Names are for the Weak on June 21, 2017, 10:36:00 PM
Raiders who kidnap your colonists should sometimes give them back free of charge...missing an organ or two.
I thought this game wasn't going to have multiplayer? ;)
Please add a generate random button to colony/faction name when you found yours... I'm terrible thinking of names, and often don't like the ones offered...
[attachment deleted by admin due to age]
- Add a "reconstruct" or "rebuild" command for installed furniture. This would be a shortcut for deconstructing and then using the material (plus any extra needed) to rebuild the same piece of furniture in the same place (Hopefully with better quality). Useful for upgrading early "awful" furniture later when you have people better at construction.
- Allow moving "Reinstall at" command for production benches, just like other furniture. This to let you move the bench with no loss of materials and retain all bills for the workbench. Makes no sense to me that you can move a table but you can't move a butchering or crafting table.
I get that cleaning and hauling shouldnt be skills that level up but maybe still have passion for them that effects the work speed. Enthusiastic cleaners work faster, haulers carry a bit more or walk faster while hauling. Or have them as traits that cause them to do those jobs instead of others. Like a cleaner that walks into a room full of blood will need to clean it all before they do anything else. Pyros like setting things on fire at random, why not have people clean at random.
1: Filters for colonist list on the work screen. Click a skill and it orders colonists based upon their skill level.
2: Please put colonists in alphabetical order. It would make it much faster to find who you are looking for.
3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.
4: Hauling priority zone. Items in this zone will always be hauled at highest priority, regardless of stockpile priorities.
Quote from: gaf on June 22, 2017, 06:37:39 AM- Add a "reconstruct" or "rebuild" command for installed furniture. This would be a shortcut for deconstructing and then using the material (plus any extra needed) to rebuild the same piece of furniture in the same place (Hopefully with better quality). Useful for upgrading early "awful" furniture later when you have people better at construction.
Couldn't you just use "deconstruct" and "build copy"? It seems like this option would literally only save you one keystroke, and at greater chance for miscommunication if someone doesn't catch the difference between "deconstruct" and "reconstruct" or "rebuild" vs. "build copy".
Quote from: BoogieMan on June 22, 2017, 11:09:21 AM3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.
I've had problems before with workbenches not being able to find incomplete items if they've been hauled (making them useless), so I usually keep them around the workbench. However, I would like something to stop pawns from starting new smithing/tailoring jobs in particular if they already have an incomplete item lying around.
The simplest situation to correct would be a pawn starting a new job when they already have a partial item at the same table - you see this sometimes when you initially don't have enough resources for the first bill listed, but have enough for a subsequent one. If you then gain more resources before the second bill finishes, they'll start working on the first one, leaving the second in limbo. I'd like to work giver to prioritize partially done projects over new projects at the same work station regardless of bill order; if people want to prioritize one in particular, suspending the others should still work normally. (This would only affect bills with unfinished items, which would ignore most types of bulk work like meals, stonecutting/smelting, and the like.)
Quote from: BoogieMan on June 22, 2017, 11:09:21 AM
1: Filters for colonist list on the work screen. Click a skill and it orders colonists based upon their skill level.
2: Please put colonists in alphabetical order. It would make it much faster to find who you are looking for.
3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.
4: Hauling priority zone. Items in this zone will always be hauled at highest priority, regardless of stockpile priorities.
1. is already possible, unless you mean literally filtering (i.e. hiding) pawns based on skill.
2. is also possible, I believe; Click on the name field the same way you'd click on a skill to order.
3 and 4 are solid suggestions though. I support both.
Quote from: DariusWolfe on June 22, 2017, 03:30:00 PM
Quote from: BoogieMan on June 22, 2017, 11:09:21 AM
1: Filters for colonist list on the work screen. Click a skill and it orders colonists based upon their skill level.
2: Please put colonists in alphabetical order. It would make it much faster to find who you are looking for.
3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.
4: Hauling priority zone. Items in this zone will always be hauled at highest priority, regardless of stockpile priorities.
1. is already possible, unless you mean literally filtering (i.e. hiding) pawns based on skill.
2. is also possible, I believe; Click on the name field the same way you'd click on a skill to order.
3 and 4 are solid suggestions though. I support both.
Ah, I somehow missed clicking the fields to sort by that. I was sure I tried not long ago and it didn't work. Well that's good news.
However, I don't see any way to sort by name which would be very useful, there isn't a place to click for name like the skills.
Quote from: gaf on June 22, 2017, 06:37:39 AM
- Allow moving "Reinstall at" command for production benches, just like other furniture. This to let you move the bench with no loss of materials and retain all bills for the workbench. Makes no sense to me that you can move a table but you can't move a butchering or crafting table.
I feel the same way!!
Quote from: jamaicancastle on June 22, 2017, 02:27:42 PM
Quote from: gaf on June 22, 2017, 06:37:39 AM- Add a "reconstruct" or "rebuild" command for installed furniture. This would be a shortcut for deconstructing and then using the material (plus any extra needed) to rebuild the same piece of furniture in the same place (Hopefully with better quality). Useful for upgrading early "awful" furniture later when you have people better at construction.
Couldn't you just use "deconstruct" and "build copy"? It seems like this option would literally only save you one keystroke, and at greater chance for miscommunication if someone doesn't catch the difference between "deconstruct" and "reconstruct" or "rebuild" vs. "build copy".
Well, perhaps I'm missing something, but I don't think you can order a deconstruct of something and then build copy of it in the same place while the original is still there. So currently you have to deconstruct, wait until that is done and then build a new one in the same location. Or you can build a copy next to the original (if it fits), deconstruct the original and then move the new one into place.
But maybe you're right about the words being to close. Maybe "Improve quality" would be more appropriate, and it could have a mechanic that if it was successful it would be the same quality or better, but with the regular chance of construction fail.
Quote from: gaf on June 23, 2017, 03:25:08 AM
Quote from: jamaicancastle on June 22, 2017, 02:27:42 PM
Quote from: gaf on June 22, 2017, 06:37:39 AM- Add a "reconstruct" or "rebuild" command for installed furniture. This would be a shortcut for deconstructing and then using the material (plus any extra needed) to rebuild the same piece of furniture in the same place (Hopefully with better quality). Useful for upgrading early "awful" furniture later when you have people better at construction.
Couldn't you just use "deconstruct" and "build copy"? It seems like this option would literally only save you one keystroke, and at greater chance for miscommunication if someone doesn't catch the difference between "deconstruct" and "reconstruct" or "rebuild" vs. "build copy".
Well, perhaps I'm missing something, but I don't think you can order a deconstruct of something and then build copy of it in the same place while the original is still there. So currently you have to deconstruct, wait until that is done and then build a new one in the same location. Or you can build a copy next to the original (if it fits), deconstruct the original and then move the new one into place.
But maybe you're right about the words being to close. Maybe "Improve quality" would be more appropriate, and it could have a mechanic that if it was successful it would be the same quality or better, but with the regular chance of construction fail.
Not only that, but if I want/need to reconfigure a room to fit another kind of workbench in there or otherwise move the existing workbench around, doing a "deconstruct/make another" method is stupidly wasteful. I mean, think about it: You need to move your computer desk four feet to the left. Do you (A) disassemble the entire thing, including the computer, into its component parts, breaking several in the process, and reassemble the whole thing four feet away after replacing the lost materials, OR do you (B) push it to the left, possibly getting a little help and lifting it off the ground?
Quote from: gaf on June 23, 2017, 03:25:08 AM
Well, perhaps I'm missing something, but I don't think you can order a deconstruct of something and then build copy of it in the same place while the original is still there. So currently you have to deconstruct, wait until that is done and then build a new one in the same location. Or you can build a copy next to the original (if it fits), deconstruct the original and then move the new one into place.
True, I wasn't thinking of replacing it in place. (The use case I had in mind was basically a big warehouse/crafting room where you build a lot of furniture to fish for high-quality ones.)
I'm still not sure the new feature is anything I'd spend development time on. It should in theory be a simple thing to throw together from existing job types, though, if nothing else.
Quote from: DropbearNinja on June 22, 2017, 01:35:20 AM
Please add a generate random button to colony/faction name when you found yours... I'm terrible thinking of names, and often don't like the ones offered...
YES!
Cannibalism has the potential to be a very interesting part of this game. However, because of the way the cannibal trait works, having a single cannibal in your colony is almost a non-factor. Unless all or most of my colonists were cannibals, I would not consider putting human meat on the menu since the negative thoughts it brings are generally not worth it.
I don't suggest that the negative thoughts be toned down (I like that the colonists get upset about butchering and eating humans). I think that cannibalism should be an addiction rather than a trait. Human meat should be highly addictive and when eaten, pawns receive the negative thoughts but may also become cannibals (addicted to human meat).
In this way, if your colony fell on hard times, you could resort to eating human meat at the cost that your colonists would receive a hit to their mood and some of them would potentially become cannibals. Cannibals would then receive strong positive thoughts from eating human meat instead and have to cannibalize every so often or else they go through withdrawals just like any other addiction. It would then also be possible to cure cannibalism by starving them of human meat. Likewise you could create a colony full of cannibals without having to play under special rules forcing everyone to have the trait.
I think this is a much more interactive way to handle cannibalism in the game. It allows the player to choose, or be forced to choose, whether or not they want their colony to be a cannibalistic cult. If one of your starting colonists spawns in with the addiction, you will have to make the tough choice to allow the cannibal to feed his unholy hunger in order to keep him sane while his fellow colonists watch in horror, or starve him and temporarily lose a valuable worker in hopes that one day he will fit into a moral society.
Just a couple of Ideas that I don't think are covered by current mods.
"Trade spot" like a caravan spot but where traders who come to trade go to when they arrive on the map.
"thanks but no thanks" A Wanderer joins your colony??!! How about no. At least the option to send them away.
To me the random join is like someone walking in through your front door and going straight to your wardrobe and putting on your best clothes. Turning around and going "what is for dinner? No sorry I don't cook, clean or move stuff around and I feel like setting your couch on fire"
Also be able to use Chem Fuel in fueled generators.
scyther blade + brawler = mood boost (similar to prostophile)
scyther armor vest...
harvest component from scyther, build at machining table or something.
also harvest combat ai implant from scyther... not sure if the ai implents are A17 or mods :D
I would love to have the Save&Quit Option in Normal Play the same way it is in Permadeath.
Quote from: 1wsx10 on June 24, 2017, 02:37:11 AM
scyther blade + brawler = mood boost (similar to prostophile)
scyther armor vest...
harvest component from scyther, build at machining table or something.
also harvest combat ai implant from scyther... not sure if the ai implents are A17 or mods :D
I don't know if those are necessarily *cheap* ideas, but they are good ones!
I don't know if API features fall under this umbrella, but here goes:
PatchOperationTestModLoaded
Returns success if a mod with the specified folder name is found within the user's loaded mods.
<Operation Class="PatchOperationSequence">
<li Class="PatchOperationTestModLoaded">
<modName>Peewee Herman's Theatre Adventure</modName>
</li>
<li Class="PatchOperationRemove">
<xpath>/Defs/ThingDef/ChildhoodInnocence</xpath>
</li>
</Operation>
PatchOperationMultiply
Reads the given xpath and then, if found, converts the inner HTML to a number, multiplies it by the provided scalar, and then applies the modified value back to the same xpath. Returns success if the xpath was found and the inner HTML was a float or integer.
<Operation Class="PatchOperationMultiply">
<success>Always</success>
<xpath>*/ThingDef/*/statBases/MarketValue</xpath>
<multiplier>2.0</multiplier>
</Operation>
Tame animals ought to breed with wild ones.
sports as mood boosts and training
make two brawlers have a training match, make two shooters have an archery or shooting range competion, the speedy have a race
like playing chess should give a research training boost
Kidnapped colonists should affect mood, especially of relations. https://ludeon.com/forums/index.php?topic=34047.0
Hello. I want to suggest to add to games a bayonet knives on weapon.
They will be used as a close combat weapon when the opponent approaches too close.
They can be put or removed.
The bayonet knives can be found or made.
I hope you will read and you will add this thing to a game.
Good luck. ;)
when creating a zone make a whole map zone button as right now it's very annoying to manually zone the map on larger map settings. it's mainly used if you want to restrict colonists/animals to walk into some area but let them walk around the rest of the map.
Select the areas you want restricted. Go into Area management, invert area.
Hello! My name is Matheus and I'm a Brazilian player of Rimworld, sorry if you have some errors, I'm using google translator ... hahahah
But I would like to say that I love the game a lot and I am happy to contribute in some way to the development.
One legal idea would be for the settlers to have children, would that be possible? ;)
***Stop sending me to the world map when I right-click the colonists bar***
This is so annoying, I hardly ever go to the world map, why do I need two ways of getting to it!?!
Ideally, what I would expect to happen is for the normal pawn menu to open up for that pawn, i.e: "Drop charge rifle." but if that is not possible, disabling the function of being sent to the world map when right-clicking would be amazing too.
Thanks for reading :P
Allow the player to Copy/Paste production orders for workshops. When I change the location of my kitchen, refinery, or hospital, it can be pretty tedious to duplicate all the specific work orders of production quantity, allowed skill, and allowed ingredients.
Forced labour for prisoners.
Flags and posters (Logo of the Colony, for example) with description in text, not a picture.
Here's a cheap idea that would most definitely add some more intricacy and risk/reward to surgery. When I first went to install a peg-leg I was waiting for a mildly prosperous period in my colony so that the soon-to-be-pegged colonist could recoop with no worries. There was no recoop period (unless, of course, the surgery goes wrong). Installing a prosthetic should incur a period of healing afterwards.
That would add a lot :)
One click "mark all map for hunting" as well as "mark all map for harvest" as well as "mark all map for cut trees"
pawns will still respect their allowed zone
Caravaning. It seems sorta difficult to direct which direction your caravan leaves exactly, and if it ends up on a square that is covered in mountains you ad another 12+ hours to your trip for no reason. if there was some way of planning the direction of your route before you left the map I think that would be better.
also roads don't seem to effect the travel time. 17 hours through a mountain tile with or without a road.
Some refinements:
When creating a bill you get a pulldown of items to make, it'd be nice to see what resources are required in the initial list. Currently it is pick an item, then go into details.
Research item details should not only include what previous research is needed, but what level skills are needed to actually use the research.
An ability to compare multiple things side by side, be it colonists, weapons, items, etc. whether equipped or not.
The ability to create named waypoints that can be jumped to on the map, eg. ambrosia sprouts, Home, dangerous feeling, etc.
When an animal goes crazy it'd be nice to have it marked, or have the ability for the player to mark them- one can lose track of them pretty easily.
Edit: forgot one, the ability for Wardens to lock doors to keep other colonists out of areas.
Archive tab for World Messages
I know there is a mod for this, but I really think this should be part of the game - being able to go back and re-read messages (and 'jump to location' repeatedly) is great
Quote from: Crow_T on July 03, 2017, 10:51:24 AM
Some refinements:
When creating a bill you get a pulldown of items to make, it'd be nice to see what resources are required in the initial list. Currently it is pick an item, then go into details.
Research item details should not only include what previous research is needed, but what level skills are needed to actually use the research.
An ability to compare multiple things side by side, be it colonists, weapons, items, etc. whether equipped or not.
The ability to create named waypoints that can be jumped to on the map, eg. ambrosia sprouts, Home, dangerous feeling, etc.
When an animal goes crazy it'd be nice to have it marked, or have the ability for the player to mark them- one can lose track of them pretty easily.
Edit: forgot one, the ability for Wardens to lock doors to keep other colonists out of areas.
Hey guv. Don't want to be mean, but most of your ideas would probs take a lot of work, and they're also barely worth it. I wouldn't call them refinements either, but instead concessions to the ever present addiction to convenience.
I disagree pretty much categorically with Soupy Delicious (though, okay, some of the ideas would be more work than is implied in "Cheap").
If a person is having a Pyromaniac episode, and they set a firefoam popper on fire, and it pops...
I feel like something different should happen. Either they should avoid the poppers, or they should be injured, or shocked out of their episode, or something.
I just have this image in my head.
(http://ww2.hdnux.com/photos/55/07/75/11829081/3/920x920.jpg)
Also would be cool if lovers and spouses with a Doctor role could talk people out of berserk episodes. But that's probably not simple. (AI changes.)
Quote from: DariusWolfe on July 03, 2017, 11:28:59 PM
I disagree pretty much categorically with Soupy Delicious (though, okay, some of the ideas would be more work than is implied in "Cheap").
Oh, do you? Well I'd much rather you try and convince me that they're not all 'me want it be easierer' type suggestions... or what some incorrectly call quality of life changes (more like quantity of life, innit)
I've got a pretty good suggestion coming right up, if anyone's watching, and I think it would please most people: a toggle, or something, to virtually hide the existence of another running colony (say, if you have an empty "Hunting Grounds" whose notifications you don't need to see or hear; hide it)
Boomiphants. Because Boomalopes aren't nightmarish enough.
Quote from: Coovargo on July 04, 2017, 05:00:48 AM
Boomiphants. Because Boomalopes aren't nightmarish enough.
Naaaah .. thats just a bigger boom what you really want is Boomrats breeding and burrowing like real rats ..
Make pawns who have friends/family from a friendly faction ocassionally call them using the comms console as a joy activity.
Quote from: Soupy Delicious on July 04, 2017, 04:10:19 AM
Oh, do you? Well I'd much rather you try and convince me that they're not all 'me want it be easierer' type suggestions... or what some incorrectly call quality of life changes (more like quantity of life, innit)
I put just about the same effort into my post as you did yours.
Now, how about we go back to
making suggestions, rather than discussing them, as this thread is intended?
Quote from: Matheus Teixeira on June 29, 2017, 02:44:12 PM
One legal idea would be for the settlers to have children, would that be possible? ;)
Children & Pregnancy (https://ludeon.com/forums/index.php?topic=28747.0) mod. =)
Quote from: giannikampa on July 03, 2017, 02:34:58 AM
One click "mark all map for hunting" as well as "mark all map for harvest" as well as "mark all map for cut trees"
pawns will still respect their allowed zone
Allow Tool (https://ludeon.com/forums/index.php?topic=17218.0) mod. =)
Quote from: jdemiers17 on July 03, 2017, 05:14:23 AM
if there was some way of planning the direction of your route before you left the map I think that would be better.
Already included! Check the Config tab at the top of the window that appears when forming a caravan. It should definitely be somewhere else, though; it is indeed buried and clunky the way it's set up. (I could probably take a crack at this one at some point since I'm digging around in that code right now, although my release schedule is notoriously unpredictable. [edit]Just to clarify I'm not a dev. Just a modder with too little time on his hands.)
Quote from: JT on July 04, 2017, 10:01:47 PM
Allow Tool (https://ludeon.com/forums/index.php?topic=17218.0) mod. =)
nice, ty, i'll look at this
Select which colonists are to be shown on the tab on the top of the screen. I ussually only care about few of them, and the rest is just in the way.
1. How about a (maybe menu-toggled) Wilhelm Scream when refusing to help chased pawns?
2. Give pawn thumbs an icon or overlay if they're suffering from heat stroke/hypothermia or have another health condition that isn't debilitating but could become serious without action. (i.e. a quick-look at all pawns' health statuses)
3. Provide a small radio icon/animation above the comms console when a ship is in range. (Many, many times we've forgotten that one is in range only until a message pops up that it's left!)
4. Ability to auto-generate a growing area on only fertile soil, or maybe any specific soil type.
5. Add toggle button for "and/or" function in stockpile zones for condition and quality sliders (i.e. awful-normal AND 0-50% / awful-normal OR 0-50%)
6. Add a skill level range slider for performing operations, similar to range sliders for bills, or restrict them to the highest-skilled pawn in the relevant skill area.
Quote from: jdemiers17 on June 14, 2017, 08:01:19 AM
Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.
Perhaps this could be a default feature of only plants that are not in growing zones, and should be a default for mining and cutting trees. Tough to assign a haul task interstitially between the harvesting/mining task just completed and the rest task that is queued next. Is there a stockpile zone between the pawn and the bed? Is hauling set manually as priority over the task at hand? Not a cheap fix, IMO.
How about a rat infestation event in your freezer/base? Kind of make it a lesser insect hive event for earlier in the game or on lesser difficulties.
what i would like to see is in scenario editor a way to force your colonists you start with to have something happen to their limbs or such, such as forcing each colonist you start with to have a scratch scar on a body part, or a certain bionic limb, it would make for some cool scenarios
When I create a stockpile and specify what should go in it, the game should generate a name automatically.
Just name it after a category (Any Meals; Most Meats), two categories (Stone Chunks and Stone Blocks), or category with exception (Animal Products except Eggs (Fert.)).
Write low priority zones in lower case, all the way up to CRITICAL IN ALL CAPS!!!!
Maybe when the game is loaded it starts on pause (because sometimes it takes long to load worlds so i put it in the background) Or is that a thing already? It would be helpful.
Hi. Any chance of being able to assign animal beds to specific animals so they can have specific sleeping spots like in their master's bedroom etc. Many thanks.
Tapestries: Either unlocked via Carpet-making or a secondary tech branching off of Carpet-making. They are placed on wall surfaces and increase the beauty of a room. They use the various cloth-type textiles. Perhaps there could be an inferior version which uses leathers, called something like "decorated leatherwork."
Decorated Walls: A high-work replacement (a la +400% work) for regular walls, with an increased beauty score. Requires an Artistic score of 6 for easy-to-work materials (e.g. wood), 8 for soft stone (sandstone, limestone) and 10 for hard-and/or-brittle stone (marble, slate). These represent bas reliefs, murals, mosaics, etc.
The ability to manually disarm owned traps without deconstruction.
Chain mail Hauberk/Coif: An inferior version of Armor Vest/Combat Helmet which does not require components or Machining.
EDIT: Ways to remove some of the more nasty afflictions: risky surgery to remove Gut Worms, EMP devices to remove mechanites (if nothing else, an EMP grenade should do the trick! If it can disable machines designed for war, like scythers and centipedes...)
Sandbags w/ gun rests: costs two extra steel, but gives a slight bonus to accuracy for pawns in adjacent spaces.
Privacy curtains or screens: something that reduces the likelihood of disturbed sleep in a multibed hospital.
Tweak the 'Add Bill' button so there is less fiddle when there is only one bill available.
switch (bills.length) {
case 0: addButton.set(text="No Bills Available", enabled=False);
case 1: addButton.set(text="Add " + bills[0].name, enabled=True);l
default: addButton.set(text="Add Bill", enabled=True);
}
Hi! My idea is so cheap, I doubt I am the first one with it, but I couldn't find anything on it.
The Problem:
Transport pods suck. You need to invest quite some material to build them, which is ok, but you can only do half a journey. Means you are stuck a long range away from your village. So I tried to take enough material to build new pods, but the steel is too heavy. So I mined it at the new location. But I didn't manage to do it in time before forced leave (don't understand the logic of these either). Anyway, even if I would have made it, it sucks. Especially if I raid other towns, I may have injured pawns. Also I don't want to do a lot of micromanagement, just to get them back without starving in the nowhere. From an economic perspective a raid like this does not make sense at all.
The Solution:
Make Transport pods 2 way vehicles. So after landing somewhere, you can load them again and return to your village.
This would make especially raiding much more profitable and end game more interesting.
Hi!
Problem:
when using "pause when satisfied" its sometimes hard to get an exact number when you are working with big numbers.
solution: if you could make it possible to also just type the number or work with percentages instead
We need a mechanoid version of a siege, but instead of them mortaring you they just periodically replicate and send a few mechs at your base.
Add fruit trees (for food and wood at same time, or choose to harvest or cut)
Add bees and honey (that we can produce)
Add penguin, white bear, caribou for icebiome
Add snake (/giant snake?) for forest
Add scorpion for desert
Add babies wild animals if there is minimum 1 male and 1 female in the group
Probably one of the simplest features to implement, but it's something thats been bugging me for weeks:
-Move the categorised resource list a little bit to the right, so that clicking the expand/collapse arrows does not move your screen when "screen edge mouse scroll" is enabled.
Quote from: Mister Keon on July 14, 2017, 09:02:24 AM
Probably one of the simplest features to implement, but it's something thats been bugging me for weeks:
-Move the categorised resource list a little bit to the right, so that clicking the expand/collapse arrows does not move your screen when "screen edge mouse scroll" is enabled.
+1000000
Shooting target for your shooters to practice improve their skills, as hunting takes ages, also for those with a passion for shooting, I've noticed hunting doesn't do much.
Also a punching bag for melee or boxing ring where tow pawns can spar
Quote...what ideas do you have for the game that are really cheap to implement?
Something that would be
really cheap to implement would be adding support for .JPG images as the Preview for mods. Currently, Preview.png in the /about/ folder must be in .PNG format. And many mods seem to use large images, such as 800x600 or even larger. As a result, the Preview.png in most mods constitute at least 80% of the file size of the mod, sometimes 90% or more. And since many players these days use many dozens or even hundreds of mods, this really adds up. The use of .JPG would drastically reduce this. Granted, JPEG is not the best choice for certain types of images, such as those with a lot of red. But, as long as the compression isn't too high, the difference would be barely noticeable for many.
Quote from: Pirate333 on July 11, 2017, 10:41:43 AM
Hi! My idea is so cheap, I doubt I am the first one with it, but I couldn't find anything on it.
The Problem:
Transport pods suck. You need to invest quite some material to build them, which is ok, but you can only do half a journey. Means you are stuck a long range away from your village. So I tried to take enough material to build new pods, but the steel is too heavy. So I mined it at the new location. But I didn't manage to do it in time before forced leave (don't understand the logic of these either). Anyway, even if I would have made it, it sucks. Especially if I raid other towns, I may have injured pawns. Also I don't want to do a lot of micromanagement, just to get them back without starving in the nowhere. From an economic perspective a raid like this does not make sense at all.
The Solution:
Make Transport pods 2 way vehicles. So after landing somewhere, you can load them again and return to your village.
This would make especially raiding much more profitable and end game more interesting.
No, the solution is to just found a temporary colony to build your new pods. You can have multiples by going into the options and turning that feature on. It's off by default because it's still being tested. This way you shouldnt get kicked from an area after three days.
I'd wish to see wool spinning or other wool preparation. By now, the production time for clothing is about 3% planting 2% harvesting, 5% hauling and 90% tailoring. By this, the local crafter is busy for very long time, while nobody can help him and everybody have to wait half a year for their new pants.
I imagine it to be cool if there would be a wool spinning task, that has to be done between harvesting wool or cotton, to create cloth, taking 30-60% of crafting time. By this way I can have 2 or more tailors / crafters working on the same project.
A colony without pants is horror. True horror.
My paws fall on a random planet so... is it possibile to extend the random button, already present for the seed name, to the Overall Rainfall and Temperature too? :)
Could you please add Groups/Tabs so you can better organize your colonists into builders, military, farmers, etc. These would help with organizing colonies and other colonies (I play multiple colonies in one save)
I'd appreciate it if you could please reply back, thanks and keep up the great work!
I would like a notification when an egg hatches into a new turkey.
I get a notification when an alpaca is born so why not when an animal is born from an egg?
It happens a lot that I see a notification that a trade ship has left comms range, even though I never saw a notification that they entered.
It would make sense that the GUI shows an icon somewhere whenever a trade ship is available. As infrequent and extremely valuable as they are.
Edit: I know there is (supposed to be, most of the time) a letter incoming when a trade ship enters range.
But I want a permanent icon showing for the whole duration, even if I accidentaly the letter or just didn't see it.
It should be possible to strip single items from prisoners. And to force equip them with clothes.
It happens sometimes that I want to take their armor and helmets, but then release them to gain faction reputation.
However, if I strip them all the clothes are removed, and if they then rise up naked and walk out, they can easily die from the cold.
It plays out this way with allies: I rescue them when they are downed, I heal them up and strip them of their armor so that I can keep it. But then they are naked, once capable of walking they step out and freeze to death.
3 different meat types or 3 different vegetable types to be enough for fine meal recipe
Quote from: asanbr on July 19, 2017, 12:21:41 AM
It should be possible to strip single items from prisoners. And to force equip them with clothes.
It happens sometimes that I want to take their armor and helmets, but then release them to gain faction reputation.
However, if I strip them all the clothes are removed, and if they then rise up naked and walk out, they can easily die from the cold.
It plays out this way with allies: I rescue them when they are downed, I heal them up and strip them of their armor so that I can keep it. But then they are naked, once capable of walking they step out and freeze to death.
You can place stockpiles with clothes in the prison area which the prisoner then will wear.
I usually give tribalwear to my prisoners because it's dirt cheap and has no other use.
If you want them to survive the cold you could also give them back some of the crappiest parkas you have collected.
( stockpile setting for quality and condition percentage )
Dynamically changing map size
In Total Annihilation, when you play campaign mode, you start on a small map. Then you achieve some objectives, and the map gets larger (i.e. 50x50 turns into 75x75, new areas are revealed). Upon achieving one more objective, the maps gets even larger.
It would be interesting to have something like this in Rimworld. If anything, it would stop the cheesy strategy where you build at the edge of map and enemies have to travel a very long distance.
It would be really great if pawns in caravans would automatically tend infections while on the move, given how frequently you get Manhunter encounters with tiny animals like hares, who can't be easily gunned down and inflict lots of little wounds that quickly get infected.
I was just trying to write up the in-game description of a custom scenario when I ran into the character limit. Apparently, we are limited to 988 characters...
This seems too short to tell a reasonably detailed story background. You couldn't even make it an even 1000? Myself, I think we should be allowed at least 1500 characters, if not more.
Am I missing something? I mean, what's stopping you from increasing this? AFAIK, you could increase this number and that would not even break the use of existing scenarios.
wealth statistic should be splitted into item types e.g. colonists/ressources/armor/weapons/furniture
Problem: Dead friends don't show up in social tab anymore but dead bonded animals do. I'd like the mentioned dead aquaintances to stay in the social tab even after death.
Also, the idea of mining steel seems kinda stupid. Mining iron and refining it to steel would add more realism as well as two new options instead of one for crafting furniture and weapons. Plasteel should be also craftable instead of mineable. I'd also like to see a way to produce hyperweave cloth.
How about raiders sometimes have animals with them like wargs or huskies or any of those ''dogs''
But have it be a rare chance to have them have a rat for example or maybe even a megasloth
Quote from: Lexplosive on July 20, 2017, 12:58:03 PM
How about raiders sometimes have animals with them like wargs or huskies or any of those ''dogs''
But have it be a rare chance to have them have a rat for example or maybe even a megasloth
"Raid today. Three grizzly bears. The colony is lost..."
I like this idea. :D
A suggestion to increase performance and make modding easier:
- Right now, armor works by having a folder of images for each body type. That grossly inefficient if you have an armor that has only 1 or 2 appearances, as the game loads the same resources 4 times. It would be better if you simply define a folder per body type as a path, thus you can simply point to the same folder 4 times.
How about making Stone a valid material for butchering tables? That way, we can have a nice granite countertop for the poor, overworked chef.
stop (caring)feeding starving animals with best food on the map, they have no mood needs!
Here is a few things i would like to see ramparts on walls, tower defences, wall mounted turrets and gateways for walls. I think this would make your base feel more like a protected community.
More opportunities like the stash or the outpost:
- "Erase my Hive": pops randomly in the world, generates a mountanous quest map, craks some caves in mountains connected to outdoor, spawn many "infestation" incident. You have to kill all. Profit.
- "Huntable fest": you get a message that in an area nearby many peaceful animals assembled together. once you enter, quest map is generated, much more fauna than standard, forces you to leave as actual quest maps do when quest is completed. You have to grab the most you can. Profit.
Field Medicine.
I've had multiple escape pod residents die as a result of not getting to the base and to a bed for treatment. Perhaps field medicine could have a fraction of the effectiveness of hospital treatment.
Quote from: TarTarTim on July 23, 2017, 09:24:29 AM
Field Medicine.
I've had multiple escape pod residents die as a result of not getting to the base and to a bed for treatment. Perhaps field medicine could have a fraction of the effectiveness of hospital treatment.
allready in, just have to micro :-*
put a sleeping spot and a stockpile next to the patient,
set the sleeping spot to medical , you replace a bed ..
set the stockpile for the medicine you want to use and as critical.
send your doc to rescue ( or place the bed )
and another pawn to haul medicine.
instant field hospital.
for less infections have the second pawn clean the area around the bed.
after the treatment remove the bed and capture/rescue the pawn
Hotkey for the beauty toggle
Hotkey for the character skill sheet
Hotkey for the character needs sheet
Hotkey to cycle through tame animals same as we van with colonists (but different key, dont mix them
Overview sheet to show all skill levels for all colonists in a simple table
Smooth stone walls (Rock walls inside mountains but smooth like smooth rock floors)
Cheap idea 1: use the randomly-generated buildings from raider encounters in the starting map. e.g. Sometimes raiders have a bedroom, or a kitchen/eating area. This would be cool to start the game with. (Partially degraded/damaged/unroofed would probably be best for balance.)
Cheap idea 2: Add a checkbox in the scenario editor, for furniture to start "installed". (Or in a building, if the above were in the game.) Would allow you to make scenarios with, for example, a huge area filled with billiards tables and televisions.
Until they leave, visitors from friendlies will do random jobs to help you using the current tamed animals behaviour. They'll do any of the non skilled jobs (woodcut, haul, clean and so on).
Each time a help job is performed your relation will drop by one but it won't go lower than 80. Under 80 relation no help job is performed.
Quote from: AileTheAlien on July 24, 2017, 09:41:55 AM
Cheap idea 1: use the randomly-generated buildings from raider encounters in the starting map. e.g. Sometimes raiders have a bedroom, or a kitchen/eating area. This would be cool to start the game with. (Partially degraded/damaged/unroofed would probably be best for balance.)
Cheap idea 2: Add a checkbox in the scenario editor, for furniture to start "installed". (Or in a building, if the above were in the game.) Would allow you to make scenarios with, for example, a huge area filled with billiards tables and televisions.
I wouldn't put these in the default scenario, but it would be an interesting scenario editor option to start your initial map with one or more settlement building steps, the same way you can start with resources or whatever else scattered.
Quote from: giannikampa on July 24, 2017, 11:03:14 AM
Until they leave, visitors from friendlies will do random jobs to help you using the current tamed animals behaviour. They'll do any of the non skilled jobs (woodcut, haul, clean and so on).
Each time a help job is performed your relation will drop by one but it won't go lower than 80. Under 80 relation no help job is performed.
Sounds awesome .. get those lazy pricks to work.
Expectation Mood according to colony size ( like colonists themselves )
Other Relation Modificators :
+/- Bonus for Meals Consumed ( negative for own food or nutrient paste, positive the better the meal )
+/- For Accomodation ( slept outside, slept in cold, had good bed, got some lovin' .. had a shotgun wedding .. )
An option to export the whole game map at the highest resolution. So I can show off my bases without tedious copy and paste. Just without stack quantity labels and such.
I'd like to see some more circuitry style stuff, mostly a sensor* but a timer would be cool too.
(*Like the power switch, but automatically turns on/off when a person/animal is within range)
I would love multiple strands of conduits which are only connected to each other at junction boxes, so I can supply different buildings with different strands that still run through the same walls and can cross each other.
( light only at night, machines shutdown in case of attack, weapons started )
a new trait: hasty: +10% global work speed, +0,25 movement speed, +1% global fail chance
Trade ships fequency is measured on the wealth of the colony:
The wealthier you are, the more trade ships will arrive. Makes sense for me.
In rimworld losing an eye is part of your daily live and there are raids from pirates almost evry day,
so where are the eyepatches?
It could also help get rid of the disfigured debuff (they'll also look more badass)
Fermenting barrel progress bar:
Change there colour to green when the beer is finished (or something different from yellow).
A slithly lighter yellow didnt help when every nearly finished barrel has this colour.
Visitor specific designated area or spot
Always Eat oldest or closest to expire allowed food
First
Allow Restrict food types for animals and people/ never eat x type food
Optional Set to haul after harvest or mine
Optional set to Haul or clean area like finish until complete or temp priority without reseting work tab
Melee- stun gun ,tazer, ranged-dart gun, drug tipped knife for knockouts and captures
1x1 and 1x2 eating tables
1x1 Bed side table electric lamp and wood fueled table lamp or biofuel table lamp
1× 3 wood fueled stone Fireplace for light and heat
Could you add a feature allowing to create a new allowed area for pawns or animals directly as a copy of an existing one ?
It will permit to easily create new areas with some modifications, for example crops removed for herbivores.
My cheapest idea? Slot machines.
If you wanna do one better - a full deserted hidden area that's a casino.
Water mill For Power
A no dead man apparel option when designating outfits. Don't know why but my colonists love to wear dead man amour vests would be nice to let them leave them alone.
The rebuffed mood debuff ought to disappear when the person in question agrees to become their lover.
Geostationary trade satellites; they are always available to trade and have a huge product catalog.
Quote from: mister_frostee on August 01, 2017, 03:09:08 AM
Geostationary trade satellites; they are always available to trade and have a huge product catalog.
and where dues the stuff from those things go to ?
I would rather have the option to trade with industrials via transport pods ..
it would also make the concept more realistic and a bit more work intensive ..
Load, send, receive .. load, send, receive until the trade is finished ..
with the same procedure being used for Trade ships.
( there is a mod that allows the reuse of transport pods if you send them to another launcher which sounds fitting for the process. )
I'm one of those people who like to get an industry going (usually drugs & organs). The geostationary trader would be a permanent source of income, as opposed to waiting for visitors, a caravan or an orbital trade ship. When your stockpile is full, beam up a batch and get silver instantly.
There should be some kind of system that lets you unlock item tiers in the trader's inventory over time. This would keep the challenge level sufficiently high, at least early in the game. Would be great if you could "buy" research too. :)
Quote from: SpaceDorf on August 01, 2017, 04:09:59 AM
Quote from: mister_frostee on August 01, 2017, 03:09:08 AM
Geostationary trade satellites; they are always available to trade and have a huge product catalog.
and where dues the stuff from those things go to ?
It would reduce the amount of crafting stations to be built and crafting itself. Also, it would also allow colonies of people with low intellectual abilities to expand business without having to do research.
A cart that I can make out of wood, steel, or plasteel. It can be used in caravans to carry goods and can be pulled by people or animals if available.
How about a "Wanderlust" trait that gives a bonus to world map movespeed and a slight boost to social, but gives a large (-10 to -15) penalty for a pawn not having left a faction base in a few days.
Or an "Antisocial" trait that gives a stacking mood penalty (-2 per event, caps out at -12 or so) every time a colonist has a social interraction with someone that isn't their lover.
Maybe a "Luddite" trait to go along with the backstory that gives a debuff for using electronic equipment and a buff for using manual crafting stations.
A "Hypochondriac" trait would be pretty interesting, maybe something that gives a harsher mood penalty for being sick, and sometimes causes a mental break that has your colonist occupy the nearest medical bed for its duration, despite not being sick.
I personally enjoy the Night Owl trait, because it allows me to stagger the times my colonists are awake and keep something running at all times, but it doesn't make sense that that's the only reason someone is up at night. I'd advocate for a "Restless" trait that reduces the amount of sleep a colonist needs to be fully rested, but increases mental break threshold.
On the topic of sleep, maybe a "Heavy Sleeper" trait that removes the disturbed sleep mood debuff from people walking around them at night, but maintains the penalty for having them get out of bed during their rest period.
- Allow pawns to extinguish fires on other pawns regardless of whether they are in the home zone or not.
- On the caravan screen, specify goods as trade goods (mostly applies to foods) so that they are not used/consumed en route.
Friendly trader caravans' AI are fine in the earlier stages of a colony, but on an advanced mega-colony and on higher difficulty they often tend to hang around stupid spots, such as outside of your fortifications, where they get butchered by mad animals or anything else honnestly. It would be awesome if you could set a '' trader chilling spot " where they would be safe ( and/or easy to butcher ;) ). Game is wonderful!
Quote from: VixenNation on August 02, 2017, 01:32:07 PM
I personally enjoy the Night Owl trait, because it allows me to stagger the times my colonists are awake and keep something running at all times, but it doesn't make sense that that's the only reason someone is up at night.
You can already organize your pawns to change their schedule to let them life during night,
they don't get any mood debuff.
If you do it nicely, you can divide by two the number of required workbenchs and equipment.
1) On the schedule/behavior screen, assign pawns to guard duty. Pawns scheduled for guard duty will either wander or go to specified "guard" zones, and act like a turret.
2) If I can build a spaceship, I shouldn't be losing colonists to rabid chicken attacks. We need an elephant gun: require 10+ shooting skill to use, limit pawn mobility 50%, fire slowly. A one-shot, one-kill weapon for bears, elephants, muffalos, etc. Mists whatever body part it hits, and maybe some adjacent ones. Requires components and plasteel to build, or make it trader only. Using it against enemy pawns causes a mood debuff. Possibly a stacking one so it increases with every shot.
Make tamed animals not count towards wild animals in the zone, which at the moment reduces animal immigration.
It's weird that less wild animals enter the map because you got wild animals in your barn. It also kinda punishes you for taming animals in the first place, just shifting the game away from hunting towards feeding/slaughtering - with work and resources you spend to make that happen.
The reward for taming e.g. small wild animals is mostly their high reproduction rate and the costs to get that reward is heavily mitigated when in turn less game enters the map. It honestly stroke me as a bug that maybe on taming the animals don't get removed from the wild animal pool. As a feature it severely punishes taming many wild animals.
Quote from: asanbr on July 18, 2017, 11:34:58 PM
It happens a lot that I see a notification that a trade ship has left comms range, even though I never saw a notification that they entered.
It would make sense that the GUI shows an icon somewhere whenever a trade ship is available. As infrequent and extremely valuable as they are.
Edit: I know there is (supposed to be, most of the time) a letter incoming when a trade ship enters range.
But I want a permanent icon showing for the whole duration, even if I accidentaly the letter or just didn't see it.
Reposting this since I think I have figured it out now.
If the comms is unpowered when the trade ship arrives, there is no notification of the ship. This happens a lot because of zzzt and/or reasons.
I suggest adding a text notification identical to the "heat wave" " toxic fallout" notifications, which is constantly there saying "trade ship in range" for as long as the trade ship is there.
Also, another good feature would be if the time it will be there is shown, depending on story/design, whether it's reasonable that the colony would know this.
For all the continuous values (0-100%) that can affect a colonist such as bleeding, toxic fallout, freezing, starving, etc, it is not always clear whether the value is currently going up or down (the derivative). I would like to see an indicator of that to easier know if something needs to change. For bleeding it is usually enough to watch them for a few seconds, but with toxic fallout I'm not so sure since it happens so slowly.
Tweak small animals' stomach/hunger thresholds - mainly malnutrition miscarriages.
Right now it happens very often that e.g. a boomrat is surrounded by food, goes to sleep slightly before they get hungry enough to eat and then miscarry at the end of sleep. Currently the only way to work around this is to make them quality beds so they wake up sooner, which is a pain to micromanage if you got lots of (small) animals.
This can probably also happen to other smaller and slower animals if they are allowed a big area and have to run back quite some time to get to their sleeping spot (and get hungry on the way). With boomrats though, it happens if they just fall asleep on the ground are and surrounded by food. I was wondering why my boomrats took such a long time to get pregnant in the first place (don't know if hidden miscarriages in the first hidden pregnant stage can happen but 1 pregnancy in 1 month suggests it does).
Getting "animal starvation" after it already affects creates in such a way also does not help recognizing issues like this. All in all the current system (hunger, wilderness) still seems to favor buying BIG animals (or chicken) in late game a bit too much in my opinion.
It seems there is a difference on hunger thresholds for veggies and animals that can eat meat, though that mostly makes sense for hunting animals (carnivores with low hunger rate for their stomach size. On scavengers/omnivores it helps not wasting live plats nutrition, though side effects like miscarriage from sleeping don't.
I want a in/off trigger for sunlamps turning off at night. And by the way, this behaviour+trigger should be added to every light.
Bonus feature: activity mode - lights turn off, when no colonist is nearby or in the current room
Improve the use of fermenting barrels
At the moment, the way hauling to fermenting barrels works means that 50 wort might be distributed among three empty fermenting barrels - 20 in one, 5 in another, and 25 in another - when it would fit just fine in two.
Wort doesn't keep for very long, so producing more than will actually fit in the fermenting barrels is wasteful, which is why I tend to modify a Do X times bill on the brewing table to produce batches of wort in multiples of 25.
"Healing touch" trait:
Better at medicine and mood boost for every woulnd tended and every succesful operation.
"Silver tongue" trait:
More effect on prices when trading and better recruit chance.
"Clingy" trait:
+15 opinion on all other colonists.
"Loner" trait:
-15 opinion on all other colonists.
"golden touch" trait:
Better at construction and mood bonus for every succesful construction.
"Separate mind" trait.
Not bothered much by pain, hunger, starvation, exhaustion or having organs removed.
Much more bothered by colonists' deaths, insults, break ups, abrasive colonists, lack of joy and comfort. Opinion on other colonists not affected by "staggeringly ugly", "ugly", "pretty" and "beautiful" traits.
"Mindless" trait.
Not bothered by lack of joy, comfort, ugly enviroment, colonist deaths, break ups, insults and abrasive colonists. Very bothered by pain, hunger, starvation, exhaustion and having organs removed.
Oh I know!
A little shooting target. Like a horseshoes pin, except a colonist needs a gun and his shooting skills go up much faster, and accounts for passion for shooting. Targets will be very durable, but a Constructor will have to fix it from time to time. Targets give joy, but not as much as a horseshoes pin. There could also be a melee version to punch, stab or slash at.
Quote from: PicklesAreTasty on August 06, 2017, 09:41:12 AM
Oh I know!
A little shooting target. Like a horseshoes pin, except a colonist needs a gun and his shooting skills go up much faster, and accounts for passion for shooting. Targets will be very durable, but a Constructor will have to fix it from time to time. Targets give joy, but not as much as a horseshoes pin. There could also be a melee version to punch, stab or slash at.
Good Idea :) I can practically see it before me.
(http://s5.postimg.org/mj4wjhbuv/Rim_World_Forum_Training_Facility.jpg) (https://ludeon.com/forums/index.php?topic=3612.0)
An "expand" button on stockpile-/zones
right now you have to:
- open architect menu
- open zones
- choose e.g. "stockpile"
- finally click the zone to expand
Just doing that from the zone you want to expand would be so much faster and you have to select the zone anyway. Just with several extra steps.
Give a Warning for Timed maps before they run out. ( Five Hours until I have to leave .. )
So I have time to get my shit together and sleeping pawns are not left behind !
Quote from: SpaceDorf on August 06, 2017, 03:13:23 PM
Give a Warning for Timed maps before they run out. ( Five Hours until I have to leave .. )
So I have time to get my shit together and sleeping pawns are not left behind !
Sleeping and even incapable to move pawn are never left behind !
During the force leaving of the timed map you always have the possibility to recuperate any item available on the map.
- Consider changing the way prison rooms are designated to be based on zoning rather than prisoner beds.
Beds cause a lot more issues than necessary. Usually either not having enough beds, ability to build beds quickly during/after battle, or room to add spots inside the prison area, or the room changing temperature so that the capture task is no longer possible.
If you could zone an area as a prison you could quickly rig up an empty room as a make shift prison.
Currently some annoying things happen during winter or high summer (especially when your prison gets attacked or broken out of), changing the temperature of the room, and making it not valid as a prison. Even having heaters or coolers, cranking them up, is sometimes not good enough to allow capturing!
- The temperature of the room should only matter to the colonist, so not below or above their clothing level.
Quote from: Pantalaimon on August 07, 2017, 03:31:09 PM
- Consider changing the way prison rooms are designated to be based on zoning rather than prisoner beds.
Beds cause a lot more issues than necessary. Usually either not having enough beds, ability to build beds quickly during/after battle, or room to add spots inside the prison area, or the room changing temperature so that the capture task is no longer possible.
If you could zone an area as a prison you could quickly rig up an empty room as a make shift prison.
Sleeping spots can be set to prisoner and medical. So just put one down and set it to prisoner and there is your prison. No resources other than a door in some cases.
I haven't had a warning about a room not being able to be used as a prison due to temp. However I generally avoid the extreme biomes. However I have had temps in the range of 50C to 60C and not had any issues other than the prisoners suffering from heat stroke.
- Self-tend shouldn't ever be disabled based on traits. And otherwise only during mental breaks or some chronic mental illness.
Too often colonies get down to the last few who can't medic and they die to an animal scratch or something. It's not really fun or believable that they won't wrap something around a wound or will stand there happily bleeding out because they're not a carer. Even if someone lacks the capacity to care for others, that doesn't mean they won't care for themselves if their life depends on it. Or at least, this would be depression and self-harming not lack of empathy, an illness not a trait.
Quote from: Vlad0mi3r on August 07, 2017, 08:04:46 PM
Sleeping spots can be set to prisoner and medical. So just put one down and set it to prisoner and there is your prison. No recourses other than a door in some cases.
I know this is the method to use in an emergency, however it's essentially just zoning but in a more awkward way - there's no reason a prison should be defined by a bed instead of a zone, prisoners can sleep on the floor if they have to (and would, if there wasn't enough beds).
QuoteI haven't had a warning about a room not being able to be used as a prison due to temp.
Happens more often in cold climates when the temperature is below freezing. Not sure what the minimum is, but I don't think it matters what the prisoner or colonist is wearing.
Tables that work more like how you build carpets or floors
Instead of the arbitrary 2x2/2x4 tables, why not make building them more like a click-and-drag? It'd just be more convenient than making colonist rooms big enough to fit a 4x4 table because the savages eat in their rooms. It would also just help the slight visual annoyance of having the gap between two tables. In addition, the even-sided tables we have now don't allow for, say, your leader to sit at the head of a table, just awkwardly off to one side.
Quote from: Call me Arty on August 09, 2017, 11:01:00 PM
Tables that work more like how you build carpets or floors
Instead of the arbitrary 2x2/2x4 tables, why not make building them more like a click-and-drag? It'd just be more convenient than making colonist rooms big enough to fit a 4x4 table because the savages eat in their rooms. It would also just help the slight visual annoyance of having the gap between two tables. In addition, the even-sided tables we have now don't allow for, say, your leader to sit at the head of a table, just awkwardly off to one side.
+1
Also, slightly different notification sound effects, tuba, slide whistle, I don't care. Pavlov is having a field day with the fact that the same sound effect for finishing a pair of pants is the same sound effect as one of my colonists breaking their neck after digging too far without support. Freaks me out every time.
Heated floors/"Warming machine"
Simple quality of life suggestion. Some flooring (probably expensive, I feel like you'd need a component for logic) or a machine (median cost. Wires/coils could be extended from the machine to heat metal flooring?) that don't allow snow to collect on them, to reduce the annoyance of a colonist having to continuously shovel snow every day just so people aren't trudging through snow.
Apologies if this isn't as cheap as I picture it.
More detailed art/sarcophagus.
Not expecting each piece of art individually designed, but just a small bit more detail to it. For example, just the faded blacks (outline, eyes, hair, possibly what they were wearing prior to death) of the pawn on the sarcophagus they're buried in. Maybe the art could look like what it depicts (very simplistically, of course). If the art depicts something such as "David hunting a Warg on the blahblahth of blah blah", a small statue may show David's face and hat/hair, a medium would show David in his outfit at the time with his hunting weapon, and a large statue would depict David pointing and shooting towards that Warg. If the game can already recall who was hunting what and when, I don't see much difficulty in recycling pre-existing sprites. I say this with the utmost certainty of someone who hasn't coded once.
forget those who died: maybe some quadrum after last colonist stops having mood modification because of the relation. But at some point just erase any track of a person or animal that died from the social window. suggestin this either for performance and for qol when you want to look at relations of a pawn. in long games you have to go throu dozen of long dead useless strings
Quote from: giannikampa on August 11, 2017, 03:50:13 AM
forget those who died: maybe some quadrum after last colonist stops having mood modification because of the relation. But at some point just erase any track of a person or animal that died from the social window. suggestin this either for performance and for qol when you want to look at relations of a pawn. in long games you have to go throu dozen of long dead useless strings
I mean, that's history. Either it's your comrades who died to rescue another colonist in battle, or that refugee you just couldn't save. I personally kinda like it. You could have an option to right-click on the dead colonist's name to "forget" them, but that may be a bit odd if they had friends and family.
Pet bowls.
I have a Warg, a couple Timberwolves, and a small herd of Muffalo. The Warg is special, as it only eats meat or corpses. Okay, no big deal, put down some raw meat for them. The issue with that is Timberwolves also like raw meat. To save some for the Wargs, I make some kibble. The issue with that is that 13 hungry Muffalos go through an awful lot of kibble. Essentially, I now have to make three almost identical animal areas all with access to the same areas of the cell except for any room of the base and now have to make three different store rooms for meat, kibble, and hay. I see the pet bowls as a simple solution to this. Basically a small storage area. Can be filled with food and have set owner (one of your tamed animals/pets) as the only one allowed to eat from it. This way half my pets don't need to starve because I didn't set-up a series of specific areas for individual animals.
An option for a colonist in a firefight to play dead? Also it would be nice if insects didn't go around breaking my stuff like they were part of a protection racket :p "Awful nice animal feed trough you got there ..."
super cheap, qol:
in the trade window highlight the whole row where the mouse is, plus drag the sell/buy order from row to row (like in the animal menu where you assign region to consecutive animals)
Can we do something about mental-breaking NPCs without turning the entire caravan against us? It gets annoying when an NPC shows up as part of an (uninvited) caravan, starts setting random fires in my base, and I'm the bad guy for trying to restrain him.
Please either disable Pyromaniac breaks on travelers, allow us to arrest Mental Breaking visitors, or have the other members of the caravan restrain him/her.
Anti-melee armor:
It is basically some pieces thin bars of steel (*) raw-shaped to fit attached to bodyparts (torso, arms, legs)
Produced at crafting spot,
cost 1 cloth and 2 steel (*)
very low hitpoints
high chance to protects vs blunt damage (are bites blunt damage?)
slows movements
* consider more materials for different protection values as an option
I understand this is either a cheap suggestion or a mod request
Yes i thought of it after a manhunting raid
How about gates for walls 2 or four blocks wide. Towers on walls and ramparts too.
Quote from: Gloryhound84 on August 22, 2017, 08:58:11 AM
How about gates for walls 2 or four blocks wide. Towers on walls and ramparts too.
Towers and ramparts have been discussed before, and to my knowledge, they're not happening anytime soon. However, the gates sound fun. Way tougher than a door, but opens super slow. Meaning that you should keep it open until base lockdown.
Fertilizer of some kind to increase fertility.
I thought maybe some form of mulch would work. Crafted from wood and organic matter and can be placed like a floor. To keep someone from turning a desert into a flourishing Utopia, it has to be replaced every quadrum or so. Otherwise, it might work as a Moisture Pump-like machine that slowly converts surrounding soil to fertile. It'd probably help move people out of mountains too since Devilstrand and trees won't grow in hydroponics.
A toggle for mother!@#$%^& autoroofing, at least outside of the home zone.
It should be possible to forbid beds.
There is a bed standing on the other side of the map and it's winter. People occasionally decide to sleep there, taking forever to walk on the snow and ending up hungry and in bad mood.
Large dogs and other physically capable trained animals should help other pets that are being attacked by predators, for example if a husky is near a Yorkshire terrier that is being attacked by a fox, the husky should try and protect his fellow dog
Quote from: Zoolder on August 23, 2017, 04:14:40 PM
Large dogs and other physically capable trained animals should help other pets that are being attacked by predators, for example if a husky is near a Yorkshire terrier that is being attacked by a fox, the husky should try and protect his fellow dog
I really love this one. Maybe create a separate topic to make it more visible.
Quote from: NeverPire on August 23, 2017, 04:41:57 PM
I really love this one. Maybe create a separate topic to make it more visible.
Thanks :)
and done!
One thing that always bothered me about nutria-paste dispensers is that animals can't use them. I propose an add-on to the nutria-paste dispenser that you put on the nozzle: a trough. Basically, it allows animals to walk up to the dispenser, and when they activate it, instead of giving one nutria-paste meal, it dispenses 0.9 nutrition's worth of nutria-paste bowls, each of which have 0.05 nutrition. It would cost the same as a regular nutria-paste meal, and humans can eat it as well if needed.
Remove "disturbed sleep" from unconscius pawns
About the faction relation.
By now, all of the faction (tribe and outlander) seem to be friendly with each other but not with the pirate. We can also make friend with them but not the pirate.
My suggestion is, make some faction declar war with each other from time to time. Even if they're both friend of us.
For example, We are friend with faction A, B and C. Faction A is hostile to B and C.
The change of this is for caravan event that accidently visit the city at the same time. They will fight with each other but ignore us.
The good side for this is, if we were to make war with Faction A. We should call for friendly from faction B or C.
Quote from: khun_poo on August 25, 2017, 10:54:20 AM
About the faction relation.
By now, all of the faction (tribe and outlander) seem to be friendly with each other but not with the pirate. We can also make friend with them but not the pirate.
My suggestion is, make some faction declar war with each other from time to time. Even if they're both friend of us.
For example, We are friend with faction A, B and C. Faction A is hostile to B and C.
The change of this is for caravan event that accidently visit the city at the same time. They will fight with each other but ignore us.
The good side for this is, if we were to make war with Faction A. We should call for friendly from faction B or C.
It's an idea, but it's not cheap.
A right-click option to upgrade some crafting stations.
The tailor bench and stove are the two things that would be affected by this, so far. The difference between a stove and an electric stove is two components, so I don't see why the small tedium of deconstructing a stove, rebuilding an electric stove, and re-doing all the bills needs to happen.
"Keep distance" combat mode.
Ranged pawn, melee enemy. If that enemy will be able to reach the ranged pawn before the ranged cooldown ends, then the ranged pawn should flee. Getting fairly sick of my snipers sitting there like an idiot as an enemy slowly approaches to bash their skull in.
https://www.youtube.com/watch?v=OdctnPIR5kA (https://www.youtube.com/watch?v=OdctnPIR5kA)
"Innocent prisoner died" debuff.
It would be nice if this negative debuff only applied after prisoner has been captured for certain period of time. When I try to save heavily injured downed pawns, they die almost immediately after being put in jail. I do not think it is fair to get this debuf.
Selective animal breeding - randomize stats - Animal Character Tab
Would be fun if you could selectively breed animals to breed your favorite animal as weapon! (super strong hares)
It could work like this: The stats of animals would vary individually, if possible in a specific range depending on the parents.
Lets say the mixed stats of both parents increase or decrease randomly by up to 20%, you could take the best animals and repeat the process, and after a few generations, you have a super strong hare!
Implement a Character Tab for animals!!
Possible skills could be: damage, dodgechance, mass/leather/meat, wool growth speed, size, and maybe sight,moving,manipulation as varying stats too.
We could selectively breed animals, just like in real life!
would be fun pls implement
Quote from: Zelenogradskiy on August 26, 2017, 10:59:14 AM
"Innocent prisoner died" debuff.
It would be nice if this negative debuff only applied after prisoner has been captured for certain period of time. When I try to save heavily injured downed pawns, they die almost immediately after being put in jail. I do not think it is fair to get this debuf.
Since the A16 I think it already works as you explain.
Prisoners are supposed guilty if they have injured one of your pawn or animals during the 48 h (must be verified) before.
It should be possible to see health stats, skills, etc for pawns in cryptosleep caskets.
Quote from: asanbr on August 26, 2017, 02:12:33 PM
It should be possible to see health stats, skills, etc for pawns in cryptosleep caskets.
And those of hauled (rescued) pawns too if possible.
Add Bionic Ears, hearing aids, to restore hearing deafened colonists.
Mending injured Peg leg should cost wood instead of medicine.
Reduce or remove pain from peg leg injury
Repairing injured Bionic limb should cost plasteel / steel / or components.
Reduce or remove pain from being shot in bionic limb
Show min, medium, max range accuracy stats on weapons instead of fixed number ranges the weapon cannot even shot at.
Imo it's not that useful to know the accuracy of a 16 range weapon at 50(?) range but instead to know the more detailed accuracy at their usable range. I've talked to quite some newbies who thought certain low range weapons like the smg were useless because they thought it can't event hit at its max range.
Some cheap ideas:
- I second looking at the 'Innocent prisoner died' penalty. True you do not get it if you try to save an enemy who has hurt a pawn and he/she dies while in transit, but you still get a negative penalty if an enemy who hasn't hit you dies on route to being rescued, or dies because of an illness in your jail.
- Remove the noise when crops die of cold weather (or at least make it so it cannot sound so often). Annoying when you get multiple beeps around fall/winter.
- Decrease the frequency of equipment failing, or change how equipment is maintained or repaired. In just one season I had 6 objects fail (3 hydroponic bays, 2 heaters and a tailor bench I wasnt even using) and each time needs components. It is just an annoying way of dragging out the game as components are essential mid to late game, and can be rare. The event cant be prevented by the player and just is a resource sink.
- Hydroponic bays seem to fail more frequently. Equally if a 'zzzst' or event happens where you lose power (e.g. eclipse) you can say bye to your crops in the hydroponic bays in a matter of seconds - regardless of how long they were growing for.
Currently I see almost zero benefit to creating hydroponics bays unless you are living in an area without dirt, where the better and more economical option is to build a greenhouse. With greenhouses you typically get much more resources as you can build bigger areas, you dont have to waste as much on components, and you do not lose all your crops by some freak event. If crops grew twice as fast or something I'd get it, but it really doesnt make sense that resource heavy hydroponic bays are so useless.
- Change 'disturbed sleep'. Daft when patients are being tended by their doctors or they are knocked out. Also there should at least be an game hour where the negative buff doesnt apply. In a barracks you just cant avoid this, and you get the negative buff the moment the pawn hits their head on the pillow.
- Change amount of food needed for caravans. Currently there is not much incentive to roam the world map when it costs so much food resource to travel even short distances.
- Maybe remove (or at least halve) the 'Joy' requirement when attacking enemy bases. After all, you have travelled there to attack them, not play house shoes or build snowmen! As an aside, raiders of your base have no joy requirement, so why are your pawns different? It is a maddening gameplay mechanic that you turn up to attack an enemy faction, only to have some of your attackers break because of sadness at being in an ugly environment or joyless.
- Make attacking raider bases more worthwhile. You get a reward for attacking a weaker outpost, but no reward (e.g. silver, resources, unique weapons, etc.) or strategic benefit (e.g. less raids) by attacking for a harder base?
- If I priotise a pawn to do a task they do it. Currently certain tasks they will do until they collapse of exhaustion or hunger (e.g. cook food, cremate corpses, make art etc) but I notice some do not, mostly in the crafting and mining categories. Pawns often leave the deep drill against your will, and i see no pattern explaining why. e.g. Drill was at 4% for latest lump being drilled, set pawn to priotise that lump and he stops at around 12% to do something else. Micromanaging pawns to do what you tell them is not a fun gameplay mechanic.
How about a way to save enabled mod lists as a setting?
Being able to easily save and load different mod groupings would make life a lot easier for many of us since it would let us quickly switch back and forth between mod collections when playing different saves (such as a mod profile with the Colonial Marines pack enabled along with the dozen or so quality of life improvement mods, and then a seperate mod pack with Combat Extended enabled or something.)
This would also make life easier when sharing your game on the same computer with other family members who prefer to play with different mods than you. (Zombies, Tiberium, etc.)
Bionics:
- Make installing them consume components.
- Make repairing them consume components.
- Make fail surgery not loose the bionic part, just a ton of time and medicines to recover from the scars (maybe impossible to retry installation until scars are not gone). (*)
- Make solar flare reduce efficency to 30%
(*) because as for now a fail surgery is a call for load last save..too punishing
Steam geysers should have varying levels of strength, to add a bit more rng and fun to those desperate cold climate starts. ^^ Nothing says fun like slowly freezing to death.
Mind transfer.
This would essentially enable you to take older and valuable pawns that have bodily damage you cannot repair like badback, scars, missing ears, noses and transfer them into fresh bodies of potential captives. It would be a way to recycle or keep your best pawns and resolve some of the gaps in the inability to repair certain injuries that there are not prosthesis for.
Traits that are personality oriented would transfer along with the mind
Psychopath
Kind
Misogynist
While biological traits would remain fixed to the body
Beautiful
creepy breathing
Backstory bonuses would transfer with the mind
Maybe a new condition like dysphoria might be added to the health tab that lasts a some duration and there might be requisite skill loss for fighting shooting that must be built up again.
How about an options for "advanced power conduits," (possibly two or three levels), which decrease the chance of ZZZT, in exchange for a drastic increase in resources?
I'm thinking triple the steel for the first level of advanced conduits, while the highest level needs still more steel, but also takes either gold or components, for those sections you REALLY don't want blowing up.
I lived for twenty years in a wooden house. Not once did it burn down because wiring exploded. In Rimworld, it wouldn't have lasted one year.
Colonist bar has icons for sleeping and idling. It should have an icon for every job type. That would give a great overview
Should sleep affect manipulation e.d? because when ur tired, personally, i notice that my body sometimes does not do what i want.
Remove the artificial chance of dying due to incapacitation for raiders who are family members of our colonists (and prisoners, could be). So far, family members in enemy factions have been nothing but a mood bomb that explodes upon their death and causes the colonist's mood debuff for 2 quarters. Family in raiders was supposed to be a good event.
Teetotaler colonists should have their relationship/social increased (ex: +15) for that specific colonist who is in a withdrawal from drugs.
Blind Research
When chosen at the start of the game, you no longer choose research projects. Instead, you research and make random discoveries. This would make playing Lost Tribe more interesting. They're not re-learning technology they heard about. They're starting almost from scratch.
(The idea is inspired by Sid Meier's Alpha Centauri).
probably already suggested:
milk+chocolate as recipe in campfires/cooking stove should be a thing (little more gluttonous satisfaction, little more nutrition, rots in days if not refrigerated)
Using Ranged Weapons as Melee WeaponsI think some people like me like to see pawns to attack with their weapons or guns no not bayonets or something like that.
I will give my look to some of the vanilla weapons and how i will make them if they do melee attack ( all of them do mostly blunt damage )
Comparing them to the good old colonist fisticuffs and the headbutt attack
QuoteHuman fists ( 7 damage / blunt )
Headbutt attack ( 5 damage / blunt )
But When a raider with a shiv or a manhunting hare jumps to one of my colonists with an ranged weapon they will decide to hit them with the stock of the gun!
QuotePistol (7 damage / blunt ) Good old pistol whippin'
Shotgun (10 damage / blunt )
Bolt-action rifle (10 damage / blunt ) same as Shotgun.
Assault rifle (9 damage / blunt )
Charge rifle (6 damage / blunt )
Shortbow and Great bow ( They will use their fists instead)
Pila (11 / sharp ) usually a weaker spear but better than a wooden spear
Incendiary Launcher (14 damage / blunt ) Very slow to swing!
Grenades ( They will use their bare hands instead )
Optional:When an pawn decides to use an Bolt-action rifle as melee attack and strikes. Have the Bolt-action rifle that he or she's wielding flip 180 degrees to show that he or she strike the enemy with the stock of the gun.
or in the case of the pistol or machine pistol. 45 degrees instead to show that she or hes striking with the grip instead! ;D
actually colonists already do more damage than bare fists when they have ranged weapons equip, also it's a lot more lethal (more permanent injury)
Quote from: Kirby23590 on September 06, 2017, 09:26:38 AM
Ummm i don't know if you read what i posted or not but i just booted the game and started yes my two colonists beaten up a poor lone mercenary raider up and killing him with their bare hands. ( And no he didn't go down he died while in a berserk mental state In Dev Mode )
i don't know but this one cheap idea i added puts a bit more flavor into the combat :)
Though it may seem counterproductive, there are times when I would like to have an "Allow Sowing" button for hydroponics basins so I can disallow sowing when I don't want them to be replanted immediately, just like regular growing zones. Sometimes I miss the harvest/replant or both happen simultaneously and my pawns do all that sowing when I don't want the product. This is my first post on these forums. Absolutely love the game. Thanks for all you do, Tynan!
in the comms console when you request friendly caravan instead of becoming gray and no more requestable for 4 days make it pay anyway but the next caravan will arrive 4 days later and so on.
if they become hostile prepayed deals are freezed until friendly again
If a pyromaniac breaks, and is equipped with an incendiary launcher, they use the launcher to start fires.
Okay, maybe this isn't a good suggestion. ;)
Quote from: zztong on September 07, 2017, 12:49:56 PM
If a pyromaniac breaks, and is equipped with an incendiary launcher, they use the launcher to start fires.
Okay, maybe this isn't a good suggestion. ;)
Bite your tongue, that's brilliant. ;D
Speaking of pyromaniacs, how about they have the task option of "set fire". So just like raiders who can set fire to anything your pyro can set fire to anything. It would be a good balance for the negative aspects of the pyro trait.
If you can't see how this could be helpful you have probably not played tribal start with bodies piling up everywhere.
Maybe a mood buff for the pyro as well "burn baby burn, Disco inferno"
Apple trees or orange trees. Can be treated similar strawberries so no new recipes needed.
And yes, I know about the wonderful Vegetable Garden mod. But it is waaaaay too complicated. I want to eat some fruit, not set up a 5 star restaurant.
Bean bags! Chairs out of textiles!
Make flagstone floor washable by rain, like rough floor
When telling a colonist to use a weapon, I hate having to draft them BEFORE using the weapon. It also angers me how there's even a 'use weapon' button if it should only be visible if the colonist IS drafted.
It should instead draft them anyway and THEN allow the use of their weapon rather than throwing an annoying-sounded message saying "{0} is not drafted".
Sure keybindings will work but if I accidentally clicked on 'use weapon', it further wastes my time and stresses me out having to hear the reject sound.
Some cheap ideas;
More intelligent factions. It's sort of silly that currently (at least from what it seems) factions will only interact with you and no one else. There are no events going on elsewhere in the world! Not a band of refugees from a destroyed town making a new one or a band of rogue villagers making their new, own, better town. No wars between factions. And with the current interactions with you are usually completely random and based on no real logic.
While making other factions feel like they have their own ambitions and objectives and actually go about doing their own things is no doubt not a simple request it is a fairly cheap, obvious, and easily explained one!
More world events;
The world feels empty. Along with other towns only existing so you can interact with them and they can interact with you the world has really nothing in it. No doubt this will be solved in due time, but it would be nice that aside from just being told to go destroy outposts and that there's an opportunity to shoot some baddies for loot that there are more thematic additions. Ancient ruins; deserted towns; laboratories headed by insane megalomaniac geniuses; prints of some giant beast that following (and killing) could be worth your while; and so on. I feel that either manually exploring the world (sending your colonists out to just roam and passing by one of these) or just being told through visitors (as that one mod has it) would be neat.
I mean, two of my tribal colonists just reached the age of 18. How am I to test if they have truly become men if I don't send them out to track down and kill some giant beast?
Window
" 'Cause power is expensive for indoor day lamp"
- Random tribal prisoner in the darkness prison on 12h
Next to restricting a colonist 100% to a zone should be the option to restrict accepting workorders to a specific zone.
And beeing able to post something on the forum without reloading the page after typing would be neat too....
Equippable (apparels and wepons) have beauty on them, proportional to quality and hitpoints. So all legendary dressed pawns are kinda small pieces of arts walking around chearing up te view of themselves and people around. Low quality and tattered should be a little ugly as well.
Just a priority change, but predators that are hunting something should prioritize entering revenge mode over continuing to hunt. I just had a bear attack my dog, and even though I was shooting it with a charge rife (scoring several hits), it kept attacking the dog, and completely ignored the colonist shooting it with bullets/plasma! This isn't predator behavior: this is suicide-by-colonist.
EDIT: Also, predators should definitely prioritize eating corpses before hunting: I've had a colonist attacked by bears/wolves/cougars right after a tribal raid, when there are literally a dozen fresh bodies lying on the ground.
Quote from: khun_poo on September 10, 2017, 12:51:20 PM
Window
" 'Cause power is expensive for indoor day lamp"
- Random tribal prisoner in the darkness prison on 12h
This and Green house roof a clear roof that allows light in. Or skylight.
Quote from: Dargaron on September 12, 2017, 02:56:13 PM
Just a priority change, but predators that are hunting something should prioritize entering revenge mode over continuing to hunt. I just had a bear attack my dog, and even though I was shooting it with a charge rife (scoring several hits), it kept attacking the dog, and completely ignored the colonist shooting it with bullets/plasma! This isn't predator behavior: this is suicide-by-colonist.
EDIT: Also, predators should definitely prioritize eating corpses before hunting: I've had a colonist attacked by bears/wolves/cougars right after a tribal raid, when there are literally a dozen fresh bodies lying on the ground.
It could be reported in the bug section.
Make alpacas the pack animals in jungle instead of muffaloes
+2 "survived a fight adrenaline" mood bonus for 12 hrs.
triggers with the end of an incident involvig combat.
affects those in a base map that got rided.
affects raiders/raided caravan on the world map.
affects colonists fighting.
some traits could ignore this mood bonus
Here's a suggestion (helpful with certain mod compatibility), Incapable of violence: Can equip weapons but can't use them. (Some mods require an item to be held [Flowers, bandages, pickaxes, etc.] but not used for violence.)
Quote from: khun_poo on September 10, 2017, 12:51:20 PM
Window
" 'Cause power is expensive for indoor day lamp"
- Random tribal prisoner in the darkness prison on 12h
Isn't that what torches and molotovs are for ?
How about 2 tiles extra length to sunlamps power cables. Actually 1 would do but 2 would be nice.
Nocturnal animals.
Juvenile wild animals, guarded by the herd.
Embrassures and windows.
Barbedwire and tilled mud.
More than one turret.
Wild animals breeding (never seen it happen so I guess it isnt a thing right now).
Make Ambrosia part of a recipe for at the crafting spot:
Ambrosia + palnt pot = "Plantpotted Ambrosia"
You have the outcome plant pot reinstallable or uninstallable.
It is a good way to take your ambrosia nearby you, you better keep it under sunlamp light so it'll mature and give you its fruits.
When ambrosia plant in the pot reaches it's natural lifetime it dies like it was wild and the ambrosia plantpot becomes a normal plant pot back.
Ambrosia plantpot has a considerable price and you can sell it and exotic traders have a chance to have some to sell to you.
my small ideas
1.kindling tile: tile that costs hay and wood, easily lit on fire can burn for a day and a half good temporary defense. (would require molotovs or other burn items)
2. small bonded pets sleep on bed with owner
3. infestation beacon: a small beacon bough a a trader when placed will cause an infestation next to it. (I had an insect farm once do to an infestation and it was nice.)
boarder road: tag an area for road construction between you and an ally causes alows for easier trading, warning raiders may attack from road. (might not be an easy idea)
ok, maybe these are personal preferences:
- give better quality equipment to hi-difficulty human raiders, i'd really appreciate to fight against a pirate equipping legendary assault rifle and power armor instead 2 of them barely dressed up. I'm unable to mod myself in the xmls.
-double (or even more) the amounts carried by orbital traders. I modded this myself (straight multiplied the standard <MAX>value<\MAX> by 10) and i'm really appreciating them visiting and me being unable to buy all i wish because they have so much to sell. You can call this making the game easier, i call it having a chance to buy huge amounts on a still rare base.
Next to "new game" should be "review old game".
Shows you the stats of your past games:
-storyteller
-difficulty
-who made it
-how long did you take
-wealth accumulated
-The "records" tabs of your colonists
-the stories of art and coffins
-etc.
-dev mode activations....^^
THIS WOULD BE AMAZING!
nerf open door cover: the best security cover is a sandbag 60%, an open door is 75%
door dancing is already OP without the additional cover
As suggested above.. windows / skylights
and to supplement those.. smart lights that turn on / off at specific times of the day.
Ceiling / Wall lights. I have these things in mods but official implementation would be nice. (no power cable extending from them would be nice as well)
Longer times before auto-reforming after raids please, it makes no sense why we are forced to relocate after 1-2 days.
Yes you can colonize the tile to stay there longer, but at Rimworld's current state where there are limited colonies because of performance issues, a little extra time would be nice. Cluck cluck
Mental break: cleaning spree. Colonist will go on a cleaning spree to the point of neglecting their basic needs. Not applicable to pawns that are incapable of cleaning.
Mental break: one with the animals. Colonist will strip off their clothing and begin to behave like an animal. They will wander, eat raw food or kibble, and sleep on the floor. Negative moodlets abound! Unhappy nudity, slept on floor, cold/hot, ate raw food etc.
Quote from: Definitely not Sceaudufax on September 27, 2017, 01:11:45 PM
Mental break: cleaning spree. Colonist will go on a cleaning spree to the point of neglecting their basic needs. Not applicable to pawns that are incapable of cleaning.
Mental break: one with the animals. Colonist will strip off their clothing and begin to behave like an animal. They will wander, eat raw food or kibble, and sleep on the floor. Negative moodlets abound! Unhappy nudity, slept on floor, cold/hot, ate raw food etc.
I could be wrong but I think the first mental break suggestion is already in the game.. or it could be one of my mods. I have so many so its hard to tell.
Quote from: GrimTrigger on September 27, 2017, 01:26:23 PM
Quote from: Definitely not Sceaudufax on September 27, 2017, 01:11:45 PM
Mental break: cleaning spree. Colonist will go on a cleaning spree to the point of neglecting their basic needs. Not applicable to pawns that are incapable of cleaning.
Mental break: one with the animals. Colonist will strip off their clothing and begin to behave like an animal. They will wander, eat raw food or kibble, and sleep on the floor. Negative moodlets abound! Unhappy nudity, slept on floor, cold/hot, ate raw food etc.
I could be wrong but I think the first mental break suggestion is already in the game.. or it could be one of my mods. I have so many so its hard to tell.
It's a mod .. but I can't tell exactly which .. either Psychology or the other one I can't remember right now.
I'd appreciate some grow-zone option to restrict the click-and-drag to a specific level of fertility, so I don't have to cut all the grass around an area and turn up my contrast to figure out which shade of brown tile is 40% more fertile than the rest.
Quote from: Call me Arty on September 27, 2017, 04:08:10 PM
I'd appreciate some grow-zone option to restrict the click-and-drag to a specific level of fertility, so I don't have to cut all the grass around an area and turn up my contrast to figure out which shade of brown tile is 40% more fertile than the rest.
You could just hover your mouse over a tile, determine its fertility, place a square of grow zone, deselect the tool to see the mousover again, hover over te next tile, etc...
Quote from: maculator on September 27, 2017, 04:15:48 PM
Quote from: Call me Arty on September 27, 2017, 04:08:10 PM
I'd appreciate some grow-zone option to restrict the click-and-drag to a specific level of fertility, so I don't have to cut all the grass around an area and turn up my contrast to figure out which shade of brown tile is 40% more fertile than the rest.
You could just hover your mouse over a tile, determine its fertility, place a square of grow zone, deselect the tool to see the mousover again, hover over te next tile, etc...
Yeah, you could also set your stove to make "Simple Meal 1 Times", wait for it to be made, and tick it back up again.
It's a simple quality of life change, to cut
click . . . click. . .click. . .click . . . click to
click-click-click.
Plus always lose my place when I have to move my mouse down to the architecture tab.
I wasn't 100% serious^^ It's annoying as F to determine fertile ground in a field of grass.
Have mute check box in bottom right corner with the other check boxes. when you have the game run in background it would be easier to have check box then to have to go to setting to mute the game.
my cheapest idea so far: create something like a roomba. a little robot which cleans rooms. So far most of the game works (at least for me) but the cleaning doesn't and it has a strong negative mood influence and you know (food poisoning)
if i right click on dirt to clean it the pawns always leave a spot or even more than one spot dirt. They are not good at cleaning (they clean as i would do it in real life)
soo yes please... make it happen: a litte robot for cleaning rooms... !
Quote from: Spielesocke on October 01, 2017, 12:52:19 PM
soo yes please... make it happen: a litte robot for cleaning rooms... !
There might be a mod for this .. or five or even more.
Quote from: maculator on September 29, 2017, 05:37:07 PM
I wasn't 100% serious^^ It's annoying as F to determine fertile ground in a field of grass.
Simple Solution : Show ground stats anywhere else than in the lower left corner. Or make an overview option for it, like beauty.
Quote from: SpaceDorf on October 01, 2017, 02:35:54 PM
Quote from: Spielesocke on October 01, 2017, 12:52:19 PM
soo yes please... make it happen: a litte robot for cleaning rooms... !
There might be a mod for this .. or five or even more.
Quote from: maculator on September 29, 2017, 05:37:07 PM
I wasn't 100% serious^^ It's annoying as F to determine fertile ground in a field of grass.
I'm not a big fan of mods at all..
Animals designated to "Slaughter" should not be rescued but killed instead, i lost count on how many times i want to butcher for some meat and i catch the colonists rescuing and feeding animals supposed to be killed...
Quote from: Spielesocke on October 01, 2017, 05:31:21 PM
Quote from: SpaceDorf on October 01, 2017, 02:35:54 PM
Quote from: Spielesocke on October 01, 2017, 12:52:19 PM
soo yes please... make it happen: a litte robot for cleaning rooms... !
There might be a mod for this .. or five or even more.
Quote from: maculator on September 29, 2017, 05:37:07 PM
I wasn't 100% serious^^ It's annoying as F to determine fertile ground in a field of grass.
I'm not a big fan of mods at all..
Poked around a bit: all cleaning mods i found a partially broken and don't work like intended.. so yes.. i would like this function be a part of the game :)
Not sure if I mentioned before, but a snapshot tool that lest you take pictures of the whole map, maybe at timed intervals. So you can watch how your base grows over time. Would be kinda neat.
make art FAR more subject to social skill at lower quality. Anyone can sell a jaw dropping statue, but selling a hunk of rock with scribbles on it takes a real silver tongue.
make "dead man appearal" have a 3 hour grace period. I know its a creepy idea, but I think it would be tolerable if the person looked more recently dead, than someone who has been dead for a while : after all, the psychological effect of death "hitting home" sometimes takes a bit, and I think pulling a kevlar vest off a recently shot guy would be ok, but going the next day to grab it would be far more creepy
make mental breaks when someone is starving, needing sleep, wanting drugs, ect, make them do just that, possibly with violent outbursts against anyone who gets in the way, and will disobey any forbidden marks / will do unusual behavior to accomplish it. (eat an small animals after killing it without bothering to butcher it, sleeping on the floor). Get a catharsis bonus only if its achieved to completion (meaning a full sleep without interuption). This would make more sense than a starving person trying to kill someone, rather than just pigging out. If someone is breaking over something they CAN change, it would make sense they act out to CHANGE IT.
Could it be possible to add a "use any" for construction? I keep trying to build walls and I have 10 billion different kinds of stone blocks. I don't care if my wall looks like a checkerboard, I just want a wall that won't burn! And I'm too lazy to count. If my builders just grabbed bricks in general though then it would make like easier!
Neurotrainers for animals to increase intelligence
Neurotrainers for prisoners to reduce Recruit difficulty
-stun gun, stun club.
-dodo birds. super adorable.
-poison blades
-wind gush, has a negative impact on growth of plants, and wel, more wind.
-glowing metor: essentially a reverse eclipse, its day for a ~week.
-mass-mass-migration: a giant herd of animals passes, but then none of that animal species for years. maybe followed by a giant herd of another predatory animal
Nonlethal weapons have been begged for since the early days.
Love the idea of a mass migration (or linked events in general).
30 Muffalo coming through heralding an extended toxic fallout, for example.
Quote from: Sola on October 06, 2017, 09:42:53 AM
Nonlethal weapons have been begged for since the early days.
Love the idea of a mass migration (or linked events in general).
30 Muffalo coming through heralding an extended toxic fallout, for example.
An idea off that, mating season. Early spring stay away from male muffalos, never know when they will attack!
Quality and beauty of stone chunks. Just imagine superior piece of rock that you can drop into your garden with flowers to get beauty bonus. Normal stones should be neutral in beauty (or a bit ugly).
on clicking "jump to location" let the event message showed so we can open again.
on clicking "ok/close" delete it as normally is now.
Quote from: Mihsan on October 07, 2017, 08:20:05 AM
Quality and beauty of stone chunks. Just imagine superior piece of rock that you can drop into your garden with flowers to get beauty bonus. Normal stones should be neutral in beauty (or a bit ugly).
Actually I'd say the negative beauty of stones an items is a balancing thing which is panning no g to put items into your living area.
To solve this I'd say there has to be some work done to "remake" the chunks. This could be a workshop job, which need an artist, who takes the sone to the workshop, checks it, and level depending gets the same stone back, a nice one, a beautiful one or an even more ugly one. An other option would be to mark stones Astor be beauty checked, like they are marked for hauling and the artist can check them without hauling.
Some more cheap ideas (but some may be veering towards not being cheap though...):
- More Random names/characters – I see the same characters in every game. For instance 'Skye - Enforcer' has appeared in all 5 of my games, either as a refugee fleeing or in an enemy faction. I assume this is because these are characters that some people have paid to be in the game, but they do show up very regularly.
- Option to chat or socialize with a pawn - You can do this to cheer them up when they are patients in hospital, but you oddly cant get pawns to talk otherwise. Doing so should either result in better relations, a risk of worse relations, and a slight mood buff for those pawns who are sociable and negative buff for loners.
- Ability for high skill social pawns to talk to and maybe bring mentally broken pawns out of their daze or depression. Failure means either no effect or worse a rage attack. Seems odd that the only two options when a pawn breaks is to either arrest them or wait it out until they recover or collapse.
- Ability for medical pawns to administer medicine when a pawn is dazed or in a mental break
- Food quality for prisoners - I have 100 simple meals and one lavish meal, yet my allocated warden keeps trying to give the one lavish meal to my prisoner. I interupt what he is doing, but then he tries to pick it up again! It almost seems it is hardcoded to give prisoners the best meal when it should surely be the reverse? At the least, like meds, there should be a tick box to say what food prisoners can and cant get.
- Wall/ceiling lights - Personal taste perhaps, but standing lamps don't look nice to me and take up space. Be nice if there were other vanilla options.
- Standing lamps take a disproportionate amount of power and don't switch off when pawns are not in the room. Micromanaging lamps is just not fun when you have limited power.
- Skylights are already modded but they really should be in vanilla IMO, especially when lamps are so costly in terms of power.
- Make uranium easier to see, distinguish or search for in rock formations on the map. Steel, Components, Gold, Jade, plasteel etc. are all easy to find at a glance, but this important late game resource is not.
- I havent tried the 'While You're Up' mod but the issue it apparently solves should be in vanilla. It is very frustrating when a pawn goes all the way to the other side of the map to do a job (pick berries, cut trees, mine, etc), then wanders all the way back to the colony for a meal/rest/joy and doesnt bring back anything unless you micromanage. Yes, those who have the no dumb labor trait should not, but pawns without this should.
- On the topic of dumb labor I agree with what others have suggested, in that all pawns should be able to be forced/ordered to carry items by the player, but those with the 'no dumb labor' trait should have a penalty (maybe a big mood penalty and/or movement penalty?).
- Equally, those with the 'pacifist' trait should also be ordered to attack (or at least defend themselves), but be extremely poor at combat, get a negative mood buffer for hitting someone, and a massive negative mood buffer for downing/killing someone. Even a pacifist would defend themselves if it meant the alternative was they were going die.
not read the 300 pages so heres my cheap idea
0.75 / 0.5 ui scale ( im on a 17" moniter and buttons are 2big/2many I have a lot of mods installed )
Brothers-in-law and sisters-in-law are missing, etc.
Slower: gamespeed slower than normal 1x , maybe 0.5x
I'm sure someone has already mentioned this, but - Traders eating my food. I just bought Pemmican off traders because my colony is starving. Before there was even time for me to haul it the traders had eaten it all.
Grow zone colour based on plant it grows
different foods zone color...
search option map...
zone for visitor or trader stop...
more haircut....
TV channel ?
Add reputation for your base, at least for traders and orbital traders.
Y'know, if i'm emptying the cargo hold of almost every trader that passes by and selling them excellent quality stuff without fail, word should spread around you can make money at my place.
What pirate merchant wouldn't visit you if he has a 100% chance of succesfully selling all slaves and buying 10000 joints?
Or at least add a way to make orbital traders appear more often.
Quote from: tonsrd on October 11, 2017, 07:58:55 PM
0.75 / 0.5 ui scale
I'd also like another one or two
larger scales 1.5 or 2.0 or something (away from gaming computer now).
I've got a large-ish monitor, and am not a young person with perfect eyesight - larger UI elements would help me out! :)
Quote from: sweetmilk on October 14, 2017, 09:01:39 AM
different foods zone color
Another cheap idea - make the borders of grow/food/other zones more visibly distinct. Right now it's hard to see where they begin and end.
I think about a more comfortable way for assigning colonists to animals. It takes plenty of time to click on the list, seek for the colonist I am looking for and click on the colonist's name when we have a lot of animals. Especially when we want to change a tamer, it would be pretty handy if there was an option to assign all animals to the tamer.
- Larger trees.
Just scale up the tree graphics 1.5x to 2x and if possible give them a little more variation with a couple more sprites per tree type and individual size variation. This will make it easier to see the difference between saplings and fully grown trees and will make the different map types vary more in appearance as "forest" areas will actually have some areas with overlapping trees.
I'm always annoyed by the trees that you can't chop unless they are 70% or 100% fully grown... otherwise chopping the ungrown or 38% grown trees right now yields no wood...
Why not use different textures for the trees showing that they are still saplings or that they are still young like they are very thin or small and yields very little or no wood.
But when the tree is grown enough and is old enough which means the tree is choppable it should tell me that it is an grown tree.
What i'm trying to say is that the trees in rimworld should use textures to tell if they are harvestable or not.
So i don't think this is hard to implement. ;D
On mechanoid units extend the switching to melee attack from "on touch" to 1 square away from them.
So to have more action using existng mechanics, maybe a reasonable "kiting" chance for the player on centipedes.
Scythers may become scarier because of their speed
Packaged survival meals not giving the ate without table debuff. I see them as being like military ration packs, setup to not need a table to be eaten comfortably.
Quote from: Vlad0mi3r on October 18, 2017, 06:02:15 PM
Packaged survival meals not giving the ate without table debuff. I see them as being like military ration packs, setup to not need a table to be eaten comfortably.
Except that they give a mood bonus as excellent food, which is far from being the case of military rations.
I REAAAAALLLY want to be able to set a priority for my colonists to eat certain foods before others. I have a bunch of frozen simple meals and they keep eating all my packaged survival meals! I need those for travel! I'd rather they eat kibble than the packaged survival meals! either set a priority that is more helpful or let us set them. that's my idea.
New event: Starving refugees
Similar to the chased person prompt, but instead of one it's a large number of people (maybe 6+) all in bad condition: starving, maybe injured and with tattered clothing. There is no-one chasing them, so the risk of taking them on is simply that you will not have enough food/clothes/shelter for them and your existing colonists. If you decide to say no there's a small chance they'll attack out of desperation, even though they probably won't pose much of a threat.
Quote from: gaf on October 20, 2017, 02:09:05 AM
New event: Starving refugees
thank you, for pointing out such an obvious and great scenario :)
Actual small talk dialogue between colonists. Procedurally generated conversations based on mood and likeness toward the other colonist. I'm tired of seeing a talk bubble about the dog or food.
I know it's been suggested before, but:
New Event: Invasive Weeds
Spawns a group of weeds at the edge of the map that proliferate quickly and kill off native vegetation. If the player doesn't get a hold of the infestation early on, it can spread and make growing crops very difficult. Perhaps some weeds could be particularly nasty with thorns and such, and could hurt colonists who try to deal with them by hand. Send in the muffalo and/or fire!
The difference between this and the other ideas I've seen suggested is that it would be a one-time event, not an ongoing problem for all maps. Because really, weeding isn't fun in real life, nor would it be in RimWorld. But I do think an event like this could be a more interesting and engaging threat to crops, especially compared to blights which suddenly and arbitrarily take crops out.
New Event: Caught in the Crossfire
Two opposing factions start a battle and the player's colony is caught in the middle. It could just spawn raiders on either side of the map and have them move toward each other. This event would probably only be a big deal if one or both sides had explosives or fire-causing weapons. I'm thinking specifically that tribal warfare wouldn't endanger the player's colonists that much unless they were already hostile.
I love this game! I would love it even more if i could buy it again for my switch; so i would be able to take it on the go!
Any thoughts on making it a switch game?
Keep up the good work!!
Quote from: kulg on October 20, 2017, 12:08:56 AM
I REAAAAALLLY want to be able to set a priority for my colonists to eat certain foods before others. I have a bunch of frozen simple meals and they keep eating all my packaged survival meals! I need those for travel! I'd rather they eat kibble than the packaged survival meals! either set a priority that is more helpful or let us set them. that's my idea.
Food priorities is needed and a lot of people asked for it already. And there are mods if you want it right now.
For your specific situation though, standard play would be to forbid survival meals. I always do that until there is a real emergency.
Why can't we build plasteel floors?
I don't know if this has been suggested before but i think the colonist hunting needs...
A little revamp in the Hunting AI.
Colonists that are hunting can't even hit sleeping muffalo or a sleeping alphabeaver since they are laying down asleep which gives them a lower chance to hit them and they are doing it far away!
But this is easily solvable by drafting the hunter and bringing him or her in touch range and attacking the sleeping animal that you are hunting.
So why not the pawns make them do that themselves? I mean that the hunters in the game always goes for the kill when the animal is downed but why not when they are asleep?
This change would make it a little less repetitive :D i don't know if a mod exists for this..
Quote from: asanbr on October 21, 2017, 05:55:44 AM
Why can't we build plasteel floors?
There's T's MoreFloors (https://steamcommunity.com/sharedfiles/filedetails/?id=725623521&searchtext=) Which adds plasteel floors. But i don't know but plasteel is expensive and valuable uncommon metal for building turrets and plasteel doors and swords.
Quote from: Kirby23590 on October 21, 2017, 06:08:25 AM
Quote from: asanbr on October 21, 2017, 05:55:44 AM
Why can't we build plasteel floors?
There's T's MoreFloors (https://steamcommunity.com/sharedfiles/filedetails/?id=725623521&searchtext=) Which adds plasteel floors. But i don't know but plasteel is expensive and valuable uncommon metal for building turrets and plasteel doors and swords.
Actually uranium swords are better.
Oh i didn't know that! And also uranium is also good for blunt weapons and making shield belts or cryptosleep caskets in emergencies. To be honest... uranium is kind of underused in rimworld vanilla or maybe it's just me. :-\
I find it somewhat irritating that you don't know when your colonists are going to marry. It would be nice if the date was added to the engagement notification and perhaps to the social panel under the colonist's fiance.
Quote from: Kirby23590 on October 21, 2017, 08:06:21 AM
Oh i didn't know that! And also uranium is also good for blunt weapons and making shield belts or cryptosleep caskets in emergencies. To be honest... uranium is kind of underused in rimworld vanilla or maybe it's just me. :-\
The slowdown due to using uranium actually makes it one of the worst blunt damage materials in terms of DPS, behind even wood. Of course DPS doesn't matter if you one shot your opponents http://rimworldwiki.com/wiki/Weapons#Material_.2F_Quality_Modifiers (http://rimworldwiki.com/wiki/Weapons#Material_.2F_Quality_Modifiers)
I'd like to suggest that if your colonist looses their nose, they don't gain as great of a mood buff from fine and lavish meals, given that they can't smell them and therefore can't enjoy them as much.
Quote from: Songleaves on October 28, 2017, 02:21:23 AM
Quote from: Kirby23590 on October 21, 2017, 08:06:21 AM
Oh i didn't know that! And also uranium is also good for blunt weapons and making shield belts or cryptosleep caskets in emergencies. To be honest... uranium is kind of underused in rimworld vanilla or maybe it's just me. :-\
The slowdown due to using uranium actually makes it one of the worst blunt damage materials in terms of DPS, behind even wood. Of course DPS doesn't matter if you one shot your opponents http://rimworldwiki.com/wiki/Weapons#Material_.2F_Quality_Modifiers (http://rimworldwiki.com/wiki/Weapons#Material_.2F_Quality_Modifiers)
Yup, you're looking for stone or plasteel for all your weapon needs.
Stone for 1-shot blunt damage
plasteel for dps and all blade weapons
'Caravaneer' trait - prevents loss of joy, and greatly reduced mental break chance while traveling in a caravan.
Simple: Place furniture right side up.
Maybe it's just me, but I find it very irritating that when placing furniture (and other things?) to be built the initial orientation is upside down compared to the preview in the menu. For example graves have the headstone down instead of up, beds the pillow end down instead of up etc. So you have to rotate it twice if you want the right side up-orientation I think most players prefer.
please use or have an option to use a static Zzz bubble above sleeping characters+animals instead of the animated Zs. (also applies but to a lesser extent to other little animations too, i suppose) my computer is a bit old and when i play the game on a map that has wildlife on it i lose framerate noticeably at night and all those animated Zs floating around is my best guess as to a cause. i can keep my colonist numbers and tame animal numbers under control, but more wildlife is always wandering in no matter how much i hunt them down
How about a new trap: Snares
They cause low bleeding damage and hold the trapped in place. Less lethal on its own but useful for animals and slowing down assaults. Humaniods can free themselves (UI would be a right-click+"Remove Snare" Drop down). Useful to stop charging berzerkers if only for a second.
Give us an option to contact the other faction to buy back our kidnapped pawns.
When one of my high value colonist gets kidnapped it's really annoying that my only options are to hope for a ransom event or that my pawn raids me...
Quote from: Spare74 on November 01, 2017, 02:22:38 PM
Give us an option to contact the other faction to buy back our kidnapped pawns.
When one of my high value colonist gets kidnapped it's really annoying that my only options are to hope for a ransom event or that my pawn raids me...
If this doesn't get added, and it seriously bothers you, you can force the event to fire by enabling development mode and executing the incident. It's just like four buttons.
Yeah sure, which is why it's a cheap thing to implement imo :)
Yo,
Last time I played Minecraft with my son I began to imagine what Minecraft would be like with Rim World storytelling. I suggest you turn rim world 3d. Rim World could become a Minecraft on steroids...it could become a billion-dollar franchise and Microsoft would come knocking to buy you out.
Have you ever wondered what Minecraft would be like if Characters built their own towns, farmed, mined, hauled goods hunt, tame, without any human intervention?
...for shits and grins! If you play one playthrough of Minecraft you might begin to see what I did.
Take care Buddy
since bionic limbs and stuff are already items ingame, and since colonists are able to build items as complex as spaceship parts and charge rifles, i think buildable bionic limbs/organs/etc. at very high levels of research would be good and not too hard to implement.
well you probably get that suggested a lot, and maybe are already planning on it
Quote from: mcguckin on November 03, 2017, 02:47:06 AM
. . .turn rim world 3d.
Not sure if that's too cheap there, buddy.
It would probably be a good idea to allow players to prioritize putting out fires even if they aren't in your home area. This is particularly annoying when a wildfire is encroaching on your base but you have to include it in your home area to put it out.
the people who left behind in the ship, you can make it so there are dead on the map. so it looks like they also crashed. or there escape pods dint work or something.
slings and their slingstones/bullets as a tribal-level ranged weapon which does blunt damage
crossbows and muskets to serve as transitions between premodern ranged weapons and modern ranged weapons
if you sell tribes modern ranged weapons, or they acquire them by any other means, they should use them. you dont need advanced scientific knowledge to load them and pull a trigger
bayonets for certain types of ranged weapons?
the merging of the sidearms mod into vanilla (counts as a cheap idea because theres already a mod doing it)
a merging of that mod that has ammunition limits, ammunition manufacturing, etc. into vanilla functionality (as an option) (counts as a cheap idea because theres already a mod doing it)
a couple melee weapons beyond plasteel longswords, made with sci fi tech
hand-held fire extinguishers that enhance firefighting (firefoam poppers and stuff already exist, why not a handheld version?)
tasers and tranquilizer darts
Jade tiles
Start with a18 tribal stuff with tribe start
More time to react to infestations and drop pods on your base, an infestacion on vanilla cassandra while people are sleep its literally game over :(
I have often chaos in colonists so highlight in icons would be fine: https://i.imgur.com/6Lj3jG8.png
Player could assign label and color or select role from list etc.
Quote from: Razul Antiwield on November 04, 2017, 03:46:08 AM
It would probably be a good idea to allow players to prioritize putting out fires even if they aren't in your home area. This is particularly annoying when a wildfire is encroaching on your base but you have to include it in your home area to put it out.
You can manually firefight by using drafted pawns - they'll automatically put out any fires in adjacent tiles. It might be nice to have a firefighting zone separate from cleaning/repairing zones, though.
A new, simple "good and bad" trait:
Wanderlust:
The pawn gets a sizeable mood boost while in a caravan and a smaller one for a few days after (probably just 2).
If the pawn has not left the map on a caravan in 10 days, they get an escalating mood penalty, mild-serious, akin to cabin fever.
These pawns would be great to groom into shooting/social specialists for caravaning, helping to keep the colony reaching out to nearby settlements and missions without dealing with the mood crash that currently accompanies caravans.
For the shortest thing I could think of, probably making a texture for fall colors in temperate biomes.
For a more complicated thing, crabs for maps with oceans.
Make mechanical breakdowns a toggle option in scenario editor PLEASE!
Trait: claustropbobic. The ticks on the space need are higher up as they need more space. Cramped interior gives greater mood debuff, but spacious interior gives greater mood enhancement.
Friendly Faction warning you of an incoming raid/sappers with the option to intercept them. Enemy team will be smaller because not all have gatherd. Should be about 1 day of travel away.
You get 3 Days to complete otherwise you get the raid like normal.
Cheap idea. Allow us to rearrange the colonist bar at the top of the screen.
Coffee.
Have friendly assists spawn in hunt enemies mode instead of moving leisurely to your base first.
I do have a couple of minor suggestions that should be rather easy to implement, I'll just list them off here:
Butchering Spot
I know at least one mod that adds this, and it's pretty straightforward. I find it odd and annoying that when I am doing a low-tech playthrough or in an emergency survival situation, that while I can just plop down a campfire, some sleeping spots, and a crafting spot, I have to build this big wooden workstation just to be able to butcher animals into meat. I think there should be a crafting spot equivalent for a buthering table. Just a simple spot you can plop down where you can queue up bills for dead animals to be butchered. Obviously it should probably have drawbacks, like maybe yielding less meat per animal or increasing chances of food poisoning.
Add a joy source or recreational activity that increases melee skill
The only time my colonists seem to be able to increase their melee skill is when they are actually fighting. Horseshoes and playing pool increase your shooting skill, so I think we should have something for melee as well. Maybe it's a punching bag, or some kind of exercise equipment, it doesn't really matter as long as it makes sense and helps me train my brawlers without putting them in danger.
Fences
I want to be able to contain my animals in a certain area to protect them from predators, but it seems excessive that I have to build a full-blown wall just to do it. Fences could work as a new type of structure to fill this gap. Cheap to build, easy to destroy, good for penning up animals. Basically they'd be like sandbags except you can't walk over them. Also fences would be very fitting for Rimworld's western-y style.
Any thoughts? Do the devs already plan to add in some of these?
Seeing all information about NPC skills, parameters and injuries is advantageous too much.
What if I will be able to see their skills only in process of friendly interrogation and get detailed injuries info after medical examination (or self-examination for medics)? And by distance look you can see only general information, like what part of body is damaged.
Is there any mod for it?
Job at Crematorium - Burn corpse with Apparel
How about fire extinguisher ? The same research for Fire foam, but let's the PAWNS use it on their belt or as a weapon and heck it doesn't even need a visual effect, just make them extinguish the fire quicker.
More in depth floors I guess? And more furniture? Because sometimes even as impressive as the beauty point is sometimes it looks boring, for example the carpet.
Animal area column headers: Single click on column header assigns all animals to that area.
In my current game I had a thriving "farm to rack" clothing industry, with over 50 alpacas supplying the raw materials. And whenever a raid was coming I'd assign every animal--one at a time--to a safe area so they wouldn't be caught in the crossfire, then assign them back to the pasture when the raid was over. This was so tedious that I finally sold them all off.
Zooming is too slow (middle mouse button), please add adjustable speed into game settings.
Quote from: agnar on November 09, 2017, 01:35:07 PM
Job at Crematorium - Burn corpse with Apparel
With a filter between differents materials, qualities and items.
I'm aware that the devs don't want containers and other things that increase the amount of an item in a single tile in vanilla, BUT...
What about adding stack size to the list of adjustable stats in the scenario editor? It won't be in vanilla any more than increased rest effectiveness or increased carry capacity are in vanilla, but would prevent people from having to use a mod for this
make "animal revenge" a paused event: expecially predators have to be handled and every second counts
Whenever smokeleaf is buring (the growing plants), all Colonists in a small radius should get the Stoned on smokeleaf condition.
https://www.youtube.com/watch?v=4Ph4aBjFAcQ (https://www.youtube.com/watch?v=4Ph4aBjFAcQ)
video related
Several Ideas:
-Burning drugs in a campfire while indoors fills the room with smoke that carries the effect of said drug.
-Non-lethal weaponry
-Sprinklers, placed the same way as power conduits but require a water source
-Vehicles: Tamed animals, motorcycle, jeep or truck, exosuit, tank
-Tesla weapon that arcs to nearby enemies
-Turret and mortar upgrades
-Spike defenses
-Diplomatic solutions to raids
-Napalm thrower
-Mechanoid Reprogramming bench for turning mechanoids into colonists
-Bunk beds
-Auto-Surgeon bench, placed beside a hospital bed, will perform treatment and operations automatically
-IV bag, placed next to a hospital bed and filled with nutrient supplement will keep hunger up
-Crops; Sugarcane, coffee bean, magic mushrooms(sprouts like ambrosia), cocoa, fruit trees
-Drugs: Tobacco, tranquilizer, magic mushroom, opioid
-MRI bench and Therapy chair( Therapy chair used to slowly remove unwanted traits, MRI bench used to treat head wounds and more accurately use therapy)
-Interrogation chair and Torture table, used for gathering valuable info from prisoners
1.) add horses, 2.) if every colonist on a caravan has a horse to ride it should be significantly faster.
Quote from: jausten on November 10, 2017, 07:39:09 AM
Animal area column headers: Single click on column header assigns all animals to that area.
Good idea. Look at Fluffy's "Animals Tab" Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=712141500). Maybe in future this mod will be integrated.
if youre adding dressers for bedrooms... let clothing items be stored in them
Quote from: Third_Of_Five on November 08, 2017, 02:41:56 PM
Fences
I want to be able to contain my animals in a certain area to protect them from predators, but it seems excessive that I have to build a full-blown wall just to do it. Fences could work as a new type of structure to fill this gap. Cheap to build, easy to destroy, good for penning up animals. Basically they'd be like sandbags except you can't walk over them. Also fences would be very fitting for Rimworld's western-y style.
Any thoughts? Do the devs already plan to add in some of these?
fences and more variety in barriers in general would be a good plus. imagine stone fortifications with shooting slits, for example. barbed wire. all sorts of possibilities
Gates, similar to Auto-Doors which can be opened/closed by activating/deactivating a power switch.
Thought is: Let the bandits in through the door, close the door behind them. When they try to flee, they have to break out, allowing you to kill the rest of them.
If multiple colonists have the Hunt task, there should be an option to select them and right-click to "Form Hunting Party", possibly adding the hunt icon to their profile picture to distinguish them. The right-click option would also give the option to "Disband Hunting Party" and "Remove (name) from Hunting Party".
thats a good idea viewer, and would hopefully cut down on fiascos where a beaver nibbles a lone hunter to death
Thanks. To clarify on that point, the party would, when beginning a hunt, assemble at a point adjacent to one another, with the pawn with the longest-ranged weapon firing first, and the others providing support fire when able.
A in-wall fireplace/chimney.
Copy the AC unit with programming, change the image to look more like a fireplace, remove the option of putting off cold air and have it pump out only heat. Now you have a permanent structure that creates heat, and instead of feeding it electricity, you feed it wood logs similar to refueling a torch.
Make thrumbos actually slightly dangerous. Etiher make them be worshipped by some factions, so if you kill them you would get relationship loss with those factions.
Or better yet, make Thrumbos release some kind of chemical upon death (not in game :)), that drives other animals crazy, causing berserk manhunter packs within few days (ideally from some really strong animals, Thrumbo-turtle? ;D, or just bugs, nobody likes bugs and they are almost useless). Possibly even driving some local wildlife manhunter.
catapults. you already have mortars programmed ingame, and catapults could function on very similar basis, but probably limited to a stone that simply does impact damage, and perhaps an incendiary oiljar projectile. for tribal raiders to have a longish range option, and also if the player decides it might be useful.
LEATHER SCRAP QUILTS:
Do you have a technicolored array of uselessly small stacks of leather cluttering up your stockpiles? Tired of waiting for a wandering trader to sell them to?
Leather Scrap Quilts to the rescue! Use a tailoring bench to craft together many small stacks of any assortment of leather species in a patchwork for a warm, cozy night's sleep in your unheated bedroom. It's a piece of 1x1 or 1x2 furniture placed at the foot of a bed, installed a la art, and gives an Insulation-Cold buff to the bed's occupant(s). Saves power! Requires wool.
... please?
Please implement https://steamcommunity.com/sharedfiles/filedetails/?id=940385954 into vanilla, it would save tons of clicking. I imagine it would be super easy to add two buttons that have existing functionality to a category.
1. Sunlights togglable for day/night circle
2. Standard lamps too
3. Plasteel Material for more durable lamps (same light effect)
1. Integrate some must-have mods in the game, like Hospitality and Sidearms. Fishing/pier mods too.
2. Ammo. Simplified (just a few ammo types. Small caliber - pistols and smg's, large caliber - rifles, anti-material, shells). Make turrets also use ammo. Balance raid size and frequency accordingly.
Worlds which have atypical day/night cycles.
Ex: Days that last for 20 hours and nights that pass in 4 hours
Or flip: Nights that last for 20 hours and days that pass in 4 hours.
Maybe add the ability to let them play sports (football, soccer, baseball, etc.)
This could be a big or small depending on the depth and detail.
Allow us to pick more than one allowed areas for colonists/animals at once.
Show not tell mode : an option which removes all notifications of events (raids, joined colonists, weather events, ect) short of select things like things in com range, quests given, ect.
Essentially make the player a little less aware and require more vigilance, and possibly adding more tension when pods land or when you don't know about a raid till they are attacking.
-Harder-to-break materials
To make vaults etc.
-Using both hands to toss items
Get that iron and a few components to finish the job, jamnit!
-Windows and transparent roofs
To decrease the claustrphobia effect and add natural light.
-Small animal slip through anything
Small dogs, rats and squirrels may go through closed doors, deep water and even through thin walls to get food or to try to run away.
-Space ship to in-atmosphere flight
To move items and pawns massively in case of big troubles or if you want to destroy enemy village quickly.
-Actual tools
Items that may speed up some work types and are used as a weapon if there is no weapon rack around. May be picked up automatically if try to do some work dropping current weapon.
-Sterilising
To prevent massive hungry dog flood. Human version may be an option.
-Better ruins and dead cities
Ruins filled with corpses and loot and dead cities full of dangers as biomes.
Ruins are like small parts of dead cities and may contain traps, mad persons, communications(wires), furniture and even some treasures.
Quote from: Viewer on November 13, 2017, 09:08:05 PM
Thanks. To clarify on that point, the party would, when beginning a hunt, assemble at a point adjacent to one another, with the pawn with the longest-ranged weapon firing first, and the others providing support fire when able.
hmm but viewer, what happens when they take down an animal? wont one of them have to grab it an bring it back? will they travel back together as a group or will just one of them grab it and take it back, leaving the rest to continue? wont this eventually still result in a hunter solo hunting as the rest are engaged in hauling the corpses back?
also, i think they should engage at the max range of the lowest range weapon the group has, so they can all fire together.
How about a "Vegan" trait? A person with this trait will refuse to slaughter, butcher, cook, consume, or milk an animal or its products.
It's driving me crazy how colonists, that can haul, are returning to base empty-handed after doing some work, like mining or harvesting. Is it that hard to check if there's something to haul nearby and make them do it?
Quote from: mistomaxo on November 19, 2017, 10:32:45 AM
Quote from: Viewer on November 13, 2017, 09:08:05 PM
Thanks. To clarify on that point, the party would, when beginning a hunt, assemble at a point adjacent to one another, with the pawn with the longest-ranged weapon firing first, and the others providing support fire when able.
hmm but viewer, what happens when they take down an animal? wont one of them have to grab it an bring it back? will they travel back together as a group or will just one of them grab it and take it back, leaving the rest to continue? wont this eventually still result in a hunter solo hunting as the rest are engaged in hauling the corpses back?
also, i think they should engage at the max range of the lowest range weapon the group has, so they can all fire together.
I think the notion is that they would stick together for protection. So one pawn would take the kill back and the others would trail them. And they would engage at the longest possible range for the same reasons pawns do now, to minimize damage from revenge.
The party would be much less efficient than everyone doing their own thing, but a lot safer in the case of e.g. dangerous animals or large packs that can have group revenge.
My cheapest idea is to remove the need for a tribes person to be level 4 in construction to build a simple cooler, why because my colonist can build an industrail strength electric cooler from the start
my tribes person is laying on the floor dying, because someone decided you need to be level 4 to construct it.. I find that grossly unfair. a colonist can't build a fire until level 3 but can build that electric cooler from the start. I don't mind that I've had to live off of raw food.. but I do mind a heat wave killing my colonist, because he has to be level 4 to build it, I'm currenlty level 2 at building I started a 0.. it takes a very very long time, when your playing a solo game to get to level 4 building.. I can't build a box that is filled with water and a small fan in it.. but....
make maces significantly different from clubs. their statistics seem to be nearly identical right now, according to the wiki
I would like the ctrl-left/right system available for all animal zones, as setting them to unrestricted/home makes them eat all my food. So Shift click on zone one, all animals are assigned to zone one.
Fj
I'd like to always be able to see the ground info, so maybe move it when menus are open, so it always falls bottom left but visible?
Fj
Fire Fighting zone: a non-home zone where fires are put out.
invide a faction to a party to increase relations or to make a red wedding type of ambush.
Quote from: getfreur on November 21, 2017, 10:12:39 PM
invide a faction to a party to increase relations or to make a red wedding type of ambush.
Or to a peace talk, as opponents factions can do with you.
Search bar for stockpiles and storage areas?
Quote from: NeverPire on November 22, 2017, 04:07:55 AM
Quote from: getfreur on November 21, 2017, 10:12:39 PM
invide a faction to a party to increase relations or to make a red wedding type of ambush.
Or to a peace talk, as opponents factions can do with you.
Well the idea is to warm relations between faction, you can call a hostile faction but they can betray you doing like troy or you can betray then doing like red wedding, it would be up to the player.
material selection for pilum like spears. Eg Steel and plasteel
Slingshots would be nice aswell as blunt range with very bad melee competence
Make tribes need to research steel before being able to make any items (or at the very least forniture/walls)with it. Imo, steel walls don't make sense for a tribe at the start of the game.
Gives us an option to scale the ui to less than 1x, since we only have options to scale it up. 0,75 or 0,8 would be good enough <3
Cleaning zones: zones where muck is cleaned but fires aren't fought.
Soot: substance needed to be cleaned that blocks all plant growth until it decomposes giving a growth boost. Only caused by non-man made fires.
Dog sledding for cold areas
- caravans in >-50C are just death march..
In my last playthrough and attacking some item stashes guarded by enemy factions along the way.
I didn't realize that some of the members were family members and i accidentally killed them.
I think there should be a popup saying that. When attacking a base or an outpost they should display relationship at the end of the attack has begun. saying that one of my colonist's family members are in there. So i would know not to accidentally kill them.
How about this one: add a switch to the cooler to swap the cold and hot sides. Then rename it as an "air conditioner." It will keep the place warm during cold snaps or winter, and will keep the place cool during a heat wave. Granted, it will obsolete the standalone heater, but I prefer to keep air conditioning out-of-the-way of the furniture, anyways.
Something that increase carry capacity (hauling and map) and takes the place of the armor vest
A zone tool where you can designate specific areas to be cleaned before other areas, such as kitchen areas then bedrooms then everywhere else.
A 'sell all deadman apparel' one-click button in the trade menu. Clicking it moves all deadmens clothes to sell (assuming the trader accepts clothes). I hate having to select each bit of deadmens clothing seperately, especially for the low amount of money you get.
A way to tell a colonist to wear an article of clothing while still abiding by their outfit set. Currently forcing a colonist to wear something is essentially telling them to wear it till it gets destroyed, which is annoying.
UI modification: Switch off 'Environmental Display' while hovering over a button (or even button area): the current display, while useful, makes seeing the correct button to click (to turn it off) very difficult WRT the tiny toggles in bottom right, esp. on small screens (eg laptops)
While I'm on that subject (bottom right toggle buttons), ISTM a lot of players forget about that area until very experienced (watching vids, looking around here etc); possibly colour the button toggles slightly differently or even make them larger so they're a little more obvious?
When a colonist harvests from a pawn (milk, wool, organs, etc), put the extracted item in the colonist's inventory for hauling rather than dropping it on the ground.
This would help prevent items from being left outside to deteriorate or spoil, especially in cases where animals are allowed outside to graze and handlers go all the way out to the animals to harvest from them.
Make copy and paste button on material selection in the workbench.
It's very useful when creating multiple bill with the same material. For example, hat, t-shirt, pants and duster without using human leather. So I need to disable human leather in hat bill then copy material and paste it in the rest.
Mammoths. In cold biomes :)
When you attempt to prioritize a task for a colonist for a category they are not assigned to, expand the inoperative context menu "... not assigned to (x)" with two additional selectable items:
"Make an exception" - this allows the task anyway, adding it to the colonist's queue
"Assign colonist to (x)" - this updates the assignments for the colonist with the default priority, and adds the task to the colonist's queue.
Of course, if the colonist will never do(x), these aren't available.
This will save a *lot* of time that goes to micromanagement.
Add option to put animals in cryosleep caskets please! Right now the option only spawns when they are beaten until not being able to walk.
Make visible the skill being used at any moment
if the carachter window is showed
by blinking at different shade color the skill bar involved
in a way that we can see it even while they are on the way to perform a job or are hauling for that job
i would appreciate to see the most possible non invasive informations
Customization of season lengths.
freely arrange position of colonist picture on top of screen.
Right now is Colonist A, Colonist B, Colonist C and will stay like that for the end (of their life).
It would be great If I can change it to be like Colonist C, Colonist A, Colonist B or whatever I feel like. It's make me manage grouping colonist better.
Curtain door
-Not lockable / perma-opened door
-Material: any textile
-high temperature transfer
-No slow down
Spices.
Extra item that lets to replace one food item in tasty and delicious food recipes and makes food one tier better. Can be found wild or grown with a high-skilled level.
May be useful if you run low on meat/vegs and still want to feed pawns good food.
Small battery.
Small battery (1 tile) for space filling options and for some autonomous power too.
Portable battery.
A small battery item that lets to recharge batteries/manually power up machines.
Spill fuel.
A tile option that covers it with fuel making a flammable zone.
Blind fire.
Ignore targets and just shoot certain point with no skill raise.
Dummy.
A practice target that also may attract agressive animals that mistakes it for your pawns.
Also may scare away the peaceful animals and be a primary in-sight targets for enraged pawns.
Garden wall.
A growable wall that requires no resources, but is grown like any other plant, is highly flammable, has low HP and doesn't isolate the temperature. Could be useful for making BIG walls or labyrinths.
Change the "take to inventory" policy in drug policies so that your pawns automatically take any unforbidden stacks of the drug during the start of the day.
https://ludeon.com/forums/index.php?topic=37317.0
A thread I just made on the subject.
I would love trenches and barricades. quick and dirty security tools to provide a mediocre cover effectiveness and a way to prevent movement across certain areas without needing to build walls. bonus points if you can build them in marshy terrain and mud :)
(https://imgs.xkcd.com/comics/felsius.png)
https://xkcd.com/1923/
Quote from: b0rsuk on December 01, 2017, 11:20:06 AM
(https://imgs.xkcd.com/comics/felsius.png)
https://xkcd.com/1923/
Use Kelvin - the most universal degree measure.
I'm sure this has been suggested before, but let tribal raiders bring attack animals along with them. Attack dogs! Attack bears!
War elephants!Quote from: betoid on December 01, 2017, 07:50:55 PM
Use Kelvin - the most universal degree measure.
Measure temperature in Degrees of Kevin Bacon. Sure, there's only six of them, but that's nothing a few decimals can't fix.
Cheap idea? Radio joy item that comes with microelectronics basics. A little something before TVs, maybe. If there's TV shows on the air, surely there's some pirate radio stations, or even established radio shows people like.
Slingshot ?
Add +1/-1 to the ingredient radius bar.
Youth serum!
Mmm... cell/prison doors? A new class of doors (or just a toggle, really) that prisoners have permission to open, to make multicell prison blocks. You can already simulate this by holding doors open, but it looks odd to have all your prison doors always opened
Prison furniture toggle. A toggle to let you set tables as prisoner only, like how you can designate beds.
Make Normal beds without cloth have a small debuff and a new type of bed that needs cloth to craft and gives no debuff
URBAN BIOMES:
The ruins of a city making up a new biome with a lot of structures tightly placed together. Less natural resources such as plants and big animals. This kind of biome should have more dormant dangers than usual so cryptosleeping hostiles, mechanoids and bugs should be hidden within unexplored buildings.
Below is a very outdated mod which did something similar:
(https://image.ibb.co/b68bsw/destroyed_city.jpg)
Any easy way to dress prisoners to avoid the nudity penalty.
Introducing... private property!
You get the power to freely assign an owner to every object in the colony: if they don't get any owner, they'll remain of "public property" and can be freely used by anyone, just like they work now.
When a colonist owns an object, only they can use it by default. Ex. If they own an anorak, whenever they get cold they'll go and put it on, if they own a chair, they'll always choose that chair to sit on, etc. They get a debuff if they own too little and a buff if they own a lot of things, and both grow proportionally with how many stuff they own (or don't). They also get a debuff if something they own is suddenly given to someone else or turned into public property.
A colonist will get a debuff if you make someone they are neutral or rivals with use or take the stuff their own, and their relationship with them will go down: if the other colonist is already a rival, they may try to arrest them for theft/property infringement and take them to the prisoners' cells. If the one using their stuff is friends with them, however, this doesn't happen and the one who got "robbed" doesn't get any debuffs. You know, because bros.
This could come with a new trait, "Kleptomaniac", someone who will occasionally get a mental breakdown that makes them go on a stealing spree.
You don't really understand the concept of a cheap idea, do you?
Quote from: Scarecrow on December 08, 2017, 08:20:06 AM
URBAN BIOMES:
The ruins of a city making up a new biome with a lot of structures tightly placed together. Less natural resources such as plants and big animals. This kind of biome should have more dormant dangers than usual so cryptosleeping hostiles, mechanoids and bugs should be hidden within unexplored buildings.
Below is a very outdated mod which did something similar:
(https://image.ibb.co/b68bsw/destroyed_city.jpg)
^^ THIS
It's a bit strange how a colonist can consume a cooked meal and get food poisoning, but eating raw food has (to my knowledge) no negative health repercussions. Would it be possible to implement the same food poisoning chance factor to something like raw boomalope meat that exists for poorly-prepared meals? Just seems like something that ought to be a thing.
The Crank! A crank that can be turned by colonists for the most primitive source of power. Can toggle the crank to only be a priority when the batteries are low or empty, watch all the colonists line up to keep the lights going during an eclipse. Crank only takes 25 steel to make can can directly be hooked up to your power source, producing a constant 2,500WT * (Colonist Manipulation Percentage) while any colonist is cranking the crank. Finally colonists that are idle or mentally disabled can be sentenced to some nice, hard, productive labor.
Would be great if when modding you had the ability to define a folder as a source for the texture instead of an individual sprite. Like with sound "clipPath" defines one but "clipFolderPath" defines a folder from which it will choose one at random. Would really mods be more graphically diverse, and has a lot of potential applications.
Another two in the morning idea!
So, what if. JUST WHAT IF - Sanguine and Depressive didn't add bonuses to a colonist's mood bar? What if instead it made bonuses and debuffs (respectively) stronger or less so?
If you're a happy guy, you enjoy things that make you happy. Might be harder to get you down. If you're mopey all the time, it's harder to find something to be happy about.
Trait: SadistA pawn with this trait gets no penalty from other people being organ-harvested or killed, and gets a mood bonus from melee combat. And harvesting organs.
Notes about other peoples' ideas:Quote from: davidblackberry1 on December 10, 2017, 04:24:03 PM
The Crank! A crank that can be turned by colonists for [...] power.
I was going to suggest making this a pedal-bike like in real life, but something that looks like cartoon-style street organ (https://en.wikipedia.org/wiki/Street_organ) seems better.
Quote from: Indoril120 on December 10, 2017, 12:42:24 PM
a colonist can consume a cooked meal and get food poisoning, but eating raw food has (to my knowledge) no negative.
You can definitely get food poisoning from raw meat. Happens to my pawns all the time. (Easiest idea ever - already in the game!)
If a pawn is fleaing, make them shut open doors behind them automatically.
Quote from: mumblemumble on December 11, 2017, 01:36:03 PM
If a pawn is fleaing, make them shut open doors behind them automatically.
Quote from: NeverPire on December 08, 2017, 12:33:31 PM
Any easy way to dress prisoners to avoid the nudity penalty.
Both of these are really cheap to be honest!
Some random traits:
Heavy Sleeper: Does not get disturbed when sleeping. Takes longer to wake up.
Insomniac: Rarely ever sleeps. Mental break threshold +10%.
Gluttonous: This pawn eats x2 more food compared to everyone else.
Mechanophobe: This pawn has a fear of mechanoids. When in combat with mechanoids this colonist has a chance of cowering and fleeing.
Squeamish: Vomits when seeing dead animals, blood and human corpses.
Gypsy: This pawn lives to travel and gains a mood buff when traveling.
Gullible: Easier to recruit. Bad at trading. Insults x2 more effective.
Of course there is other suggestions such as dietary requirements such as vegetarian etc.
Maybe more fear traits too such as: Insectophobe, Claustrophobe etc.
Is this cheap?
In caravans: put a button switch to toggle foraging ON/OFF.
By default it is OFF.
When set on "ON" travel speed is reduced simulating that some food is being collected on the way but you don't see it displayed in the inventory: it is a generic foraged nutrition value, you can put a filling bar in the bottom of the button (full bar sets forage on OFF).
A full day spent on "foraging on" will give full foraging bar, but only if the tarrain was suitable.
Foraged food has to be cooked, so more time is needed: Resting with the "forage ON" will last a couple of hours further, they will be fed by simple meals when they go back marching but no food will be lost from inventory, they consmed the amount they foraged and the bar is resetted to zero.
On terrains that has no way to have berries or games to hunt it is automatically switched "OFF".
If for some reasons the forage bar is full the forage button is switched to "OFF".
Stealthness could be affected accordingly.
Someone starving should trigger the immediate stop-to-eat and consequential depletion/distribution of the foraged bar.
All in all a healty caravan passing only trough perfect terrain cells (biome+season) could travel indefinitely having no food in the inventory. But this will have huge cost in time.
A random positive event could happen to a moving caravan that has the foraging ON: "plenty of forage in this area": forage bar will grow double for one sqare.
Each square you walk trough has only a certain amount of nutrition to forage: you can't stop your caravan in a sqare and see the bar grow indefinitely.
Quote from: giannikampa on December 13, 2017, 05:03:18 AM
Is this cheap?
In caravans: put a button switch to toggle foraging ON/OFF.
By default it is OFF.
When set on "ON" travel speed is reduced simulating that some food is being collected on the way but you don't see it displayed in the inventory: it is a generic foraged nutrition value, you can put a filling bar in the bottom of the button (full bar sets forage on OFF).
A full day spent on "foraging on" will give full foraging bar, but only if the tarrain was suitable.
Foraged food has to be cooked, so more time is needed: Resting with the "forage ON" will last a couple of hours further, they will be fed by simple meals when they go back marching but no food will be lost from inventory, they consmed the amount they foraged and the bar is resetted to zero.
On terrains that has no way to have berries or games to hunt it is automatically switched "OFF".
If for some reasons the forage bar is full the forage button is switched to "OFF".
Stealthness could be affected accordingly.
Someone starving should trigger the immediate stop-to-eat and consequential depletion/distribution of the foraged bar.
All in all a healty caravan passing only trough perfect terrain cells (biome+season) could travel indefinitely having no food in the inventory. But this will have huge cost in time.
A random positive event could happen to a moving caravan that has the foraging ON: "plenty of forage in this area": forage bar will grow double for one sqare.
Each square you walk trough has only a certain amount of nutrition to forage: you can't stop your caravan in a sqare and see the bar grow indefinitely.
That's as cheap as the entire GP morgan Group
Add a material option for 'any stone type' when building things, so that it is easier to build larger scale constructions (eg paved areas and walls).
Eg a wall of 'any stone' will have colonists just grab whatever stone to complete it.
I think I have a cheap Idea.
Make the "night owl" trait don't be affected by the "low light" movement penalty.
A new Story The Nomad story
Once a year (or every 2) during late spring or summer there is a chance that all of your settlers wil go in a mental nomad state (they got bored of living in the same hex).
This means the will pick up all the food and valueables in the stockpile (as mutch as they can carry) and form a caravan and forcing you to live in a new area.
Quote from: Stevlco on December 14, 2017, 06:26:15 PM
A new Story The Nomad story
Once a year (or every 2) during late spring or summer there is a chance that all of your settlers wil go in a mental nomad state (they got bored of living in the same hex).
This means the will pick up all the food and valueables in the stockpile (as mutch as they can carry) and form a caravan and forcing you to live in a new area.
what the hell do you understand on "cheap ideas"?
Not sure if cheap or not:
Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
Quote from: Dargaron on December 15, 2017, 12:07:46 AM
Not sure if cheap or not:
Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
They have already some food with them. But you are right, the have not enough food to come back to their base healthy.
A "nyctalope" trait, removing all penalty from lack of light but on the other hand bringing some pain to the pawn and reducing his view when on full light.
Trait: Piercing gaze
The colonist has a very intense presence and can more easily make other people submit to an arrest by simply staring them down.
Trait: Thick skin
This colonist will never start a social fight with another colonist, and loses only half the opinion points over negative interactions
+4% mental break threshold
Quote from: Dargaron on December 15, 2017, 12:07:46 AM
Not sure if cheap or not:
Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
Very cheap; caravans already have defs and code workers to allow them to spawn with appropriate meals. They just aren't used by the raiders, probably because of clutter (and the way some people farm raiders, they don't need the encouragement of free food ::)).
Quote from: jamaicancastle on December 15, 2017, 03:01:59 AM
Quote from: Dargaron on December 15, 2017, 12:07:46 AM
Not sure if cheap or not:
Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
Very cheap; caravans already have defs and code workers to allow them to spawn with appropriate meals. They just aren't used by the raiders, probably because of clutter (and the way some people farm raiders, they don't need the encouragement of free food ::)).
I... don't understand? I thought raiders were already free food :-).
I suppose they could have a second caravan off-screen with, like muffalos or something that's carrying their food, and that's why they never have it with them.
Cheap idea tax:
New trait: Insectivore. This character has no negative reaction from eating insect meat. In fact, he/she gets a slight mood boost.
Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
Wine?
Quote from: SnackyZac on December 15, 2017, 02:28:28 PMWine?
Rimworld colonists do not drink...
wine.
Seriously though - rather than a new crop that's basically the same as what we have, I'd rather we be able to create drinks from the ones we do: sake, potato vodka, corn whiskey(?), whatever it is you make out of berries.
I think berries would still technically be wine. Wine is just alcoholic beverage made primarily out of fruits, IIRC. Hence date-wine, grape-wine, elderberry-wine, etc...
Start treating wargs as super-rare animals like thrumbos but with an emphasis on lethality. Currently wargs leave a lot to be desired based on their description as genetically crafted attack dogs. They are hard to feed, hard to train, and hit lighter than a camel. Wargs should be the be-all, end-all of attack animals and training and breeding them should be a long term goal, just like thrumbos.
Or at least make it so they don't eat exclusively raw meat.
Water Power (water feature augmentation, but mainly water power)
I feel there is a lot of untapped potential surrounding coastal and river maps. right now these things primarily operate to restrict movement and construction. Perhaps if there was a structure like the geothermal generator, but had to be placed next to water, or halfway into water that would be an interesting mechanic. This would be very nearly a re-skin of the geothermal generator. Currently, water features don't feel too too different from non-water feature maps, and they have a lot of potential to create unique experiences. My main suggestion is water power, but other changes to water features could augment these maps as well. Water power is the cheap idea.
Cheap ideas :D I got cheap ideas lol.
- Outposts (like extra colonies) that produce resources
- Colonist Tax and Jobs like (bartender)
- INSULATED WALLS (I think atm you need to search the room outline for what the walls are made out of using vectors)
- A counseling feature that lets pawns have breakthroughs to change traits and passions
- A tutoring teaching job
- A defibrillator
- A questing system
- UNDERGROUND (doesn't even need to drop into another map level, just for insulation) AND MAYBE EVEN MULTI STORY BUILDINGS
- A ground layering system instead of just ground emplacement so you can overlap wires etc without crossing them
I really don't think you know what a cheap idea is.
Cheap idea:
Rule for animals to forbit eating growing plants.
(because its annoying that you have TAMED animals which do hauling but you can't forbit eating your growing plants with tons of hay in the storage)
Quote from: Sliderpro on December 19, 2017, 12:07:07 PM
Cheap idea:
Rule for animals to forbit eating growing plants.
(because its annoying that you have TAMED animals which do hauling but you can't forbit eating your growing plants with tons of hay in the storage)
You can easily do this by using animal areas.
Quote from: NeverPire on December 19, 2017, 12:19:41 PM
Quote from: Sliderpro on December 19, 2017, 12:07:07 PM
Cheap idea:
Rule for animals to forbit eating growing plants.
(because its annoying that you have TAMED animals which do hauling but you can't forbit eating your growing plants with tons of hay in the storage)
You can easily do this by using animal areas.
But then they can't haul the stuff into the stockpiles, he even said that.
Oh, sorry. I always use carnivorous or omnivorous animals to haul in crops to avoid them to eat my vegetables when not harvested so I didn't notice the requirement for this feature.
"Allow rotten" AND "Allow non rotten" both selectable in stockpiles
Quote from: Evelyn on December 19, 2017, 10:06:43 AM
I really don't think you know what a cheap idea is.
I consider them cheap ideas because even I could do them as an amateur coder and iv seen the source code... Plus those changes are only around 20-50 lines like 500 char max. Its more that you can easily reuse code than create new code because you might not fully understand it fully.
Ohh and Humidity so you get heatstroke in super hot jungles instantly and the very act of inhaling causes the air to turn to water in your lungs mwahaha lol.
Quote from: Wanderer_joins on September 27, 2017, 05:22:17 AM
nerf open door cover: the best security cover is a sandbag 60%, an open door is 75%
door dancing is already OP without the additional cover
+1
Was kind of suprised that the only hit my search in the suggestion forum scored was this reply. If there is a standalone thread for this, please link. Maybe my search terms were suboptimal.
Please make "looking out for similar goods" some function from "length to destination" instead of plain constant.
If you was asked to haul pile of 7 wood 10 meters away from the stockpile, then it's okay if you just look out only 3 meters around for another piles of wood.
But if you already went kilometer away from stockpile to take pile of 5 wood, then you should probably look out for another piles much farther.
Right now it's painful to micromanage such tasks.
> i bet someone mentioned this but buildable vehicles for caravans - sled, carriage etc.
> pregnancy for pawns, std's
> some late game tech like nuclear reactors, satellites, orbital drop pods, orbital industry, building automated minig ships to fly to other planets and return with resources ? That would be nice.
Double pawn sized revolving doors, basically a 2x2 tiled door with large door opening speed.
They could also be powered for extra speed, it's not even necessary to be animated.
Not sure if this has been suggested before - there is so many replies!
But one cheap idea would be to include some more flowers - different colors.
With only two choices currently available - daylily and roses - it feels a little unfinished.
I've done a search and found it mentioned a couple of times but will add my own voice.
Would love to see a way to save some work priority choices and return to them when I need too. Sometimes I would like people to focus on say Mining and Cleaning. I'd like to be able to go from the default settings and back without setting the priorities each time.
Couple more :
- caravan that starved to death should leave a sppt on the world map to make recovery of items possible
- more ways to make fire and keep it fueled ( grass, cloth etc .)
- ironman mode that doesnt delete entire planet after colony is destroyed.
Quote from: Canaris on December 29, 2017, 12:16:50 PM
- ironman mode that doesnt delete entire planet after colony is destroyed.
You can use the world seed to regenerate the same planet for a new colony, although I don't recall if the factions will regenerate the same way.
I do wonder how hard it would be to grab the world data out of a save file instead of generating a planet when you start a new game, though. It seems like it should be pretty straightforward now that that data is actually part of the save.
Quote from: jamaicancastle on December 29, 2017, 01:40:41 PM
Quote from: Canaris on December 29, 2017, 12:16:50 PM
- ironman mode that doesnt delete entire planet after colony is destroyed.
You can use the world seed to regenerate the same planet for a new colony, although I don't recall if the factions will regenerate the same way.
I do wonder how hard it would be to grab the world data out of a save file instead of generating a planet when you start a new game, though. It seems like it should be pretty straightforward now that that data is actually part of the save.
Well i know about seed, i would love to simply get normal ironman that doesnt destroy whole planet and i would love to play multiple colonies ON THE SAME planet, not just a planet that looks the same.
Alright, two more:
1: Eye injuries should either be made a lot less common, or they shouldn't always be permanent. I've had a number of colonies from Alpha 16 to Beta 18, with an eye to long-term settlement and a limited labor pool.
EVERY time, any colonist I've had for more than a year is missing an eye, or has an injury to one. There's no way to protect the eye short of power armor, there's no way to mitigate an eye injury short of a Bionic (which is highly RNG dependent: I think I've seen ONE Bionic eye in my current 9-year campaign. I've needed four of them for years now.)
Either let us produce glasses/eye protection MUCH earlier, make it so that eye injuries are treatable (you mean I can mend someone's stomach with nothing but a cave and a box of scraps, but nothing short of total replacement can fix an eye?) or let us produce some kind of eyeglasses. At least allow high skill to compensate for low manipulation/sight, so that a pawn isn't absolutely gimped, regardless of whether he/she's a rookie or a planet-wide master.
At the VERY least, an Advanced helmet should include a set of bullet-resistant goggles: I'm paying Plasteel and Components, I should at least get protection for the whole head.
2: Pawns running around on fire should measure actual distance traversed, not distance from point of origin. I've had pawns go from full health to unconscious because they decided to run around a 20-tile long unbroken wall (twice) before putting themselves out. Or, you know, pawns could put themselves out immediately: if they don't immediately freak out after having their stomachs/kidneys shot out by a charge lance, why are they completely incapacitated by a size 3 fire?
EDIT: Make that five bionic eyes I need: a colonist got jumped by a grizzly and had an eye torn out in one hit. No in-game warning, he had a peg leg, and there was a frozen elk corpse on the map.
Following what Dargaron said WRT eyes, ears & noses have no replacements available while fingers/toes require entre limb replacement :( EPOE & RBSE both allow for bionic replacements of hands/feet/ears & prosthetic noses (among other things), but I feel that at least ears/nose prosthetics should make it to vanilla (since dentures are already available for jaws).. oh, & I fully endorse earlier (tech tree) eye protection!
A simple idea that may fix animals from tromping through houses and eating all your fine meals when they have plenty of fodder or to have colonists avoid walking through a raging fire . . .
No Fly Zones (or Danger Zones, lol) - these are zones that have higher priority then your other zones. It would tell the animal or human not to enter that region. Unlike other zones that are mutually exclusive you Should be able to assign these zones in addition to other zones.
Another idea.
Have hunting br something that you assign at character level to an assigned hunter.
Rather then assigning animal hunting flags individually, which can take time (with a large map possibly impossible to search for an individual animal) the hunter could be told through a menu which has a list of animals available in the current territory. You check the ones you want hunted and the ones you want left alone.
The same would apply to animal taming . . . with the acception of choosing the sex of the animal you want to find.
Maybe even allowing the creation of 'Hunting Parties' that travel like caravans and hunt/gather food in neighboring regions to bring back (in the form of animal corpses and various plant harvetings).
Quote from: Dargaron on December 29, 2017, 07:44:00 PM
Either let us produce glasses/eye protection MUCH earlier, make it so that eye injuries are treatable (you mean I can mend someone's stomach with nothing but a cave and a box of scraps, but nothing short of total replacement can fix an eye?) or let us produce some kind of eyeglasses. At least allow high skill to compensate for low manipulation/sight, so that a pawn isn't absolutely gimped, regardless of whether he/she's a rookie or a planet-wide master.
I would like to add a possibility to this idea. Even if you don't add the possiblity to fix the sight capacity through eyeglasses, at least add them to reduce the ugliness impact of an injured eye on social relations.
-make notforbidden blueprints as critical stockpile allowing exactly the so called "Contained resources", so haulers get the job to fill them as any other regular hauling job.
-let right clicking on burning fleeing pawn when drafted give "exstinguish fire" option and the commanded unit will follow the running one and fight the flames
@gianni: first point can be modded in; 2nd is a good idea but can be worked around by arresting the burning pawnthen immediately releasing them (draft/undraft) I think
However, both are good suggestions for vanilla incorporation IMO..
It would be nice to have an underground power conduit or something similar so that you dont have to have ugly power conduits inside your base when you are unable to run them through the walls. So they can be hidden under flooring
You could perhaps make them cost 2 steel instead of the usual one or perhaps make it so that they take longer to build than the standard conduits.
Quote from: bigdognz on December 31, 2017, 09:18:02 PM
It would be nice to have an underground power conduit or something similar so that you dont have to have ugly power conduits inside your base when you are unable to run them through the walls. So they can be hidden under flooring
You could perhaps make them cost 2 steel instead of the usual one or perhaps make it so that they take longer to build than the standard conduits.
Or just remove uglyness penalty when a floor has been built above.
-Colorblind-friendly colors for graphs in the History tab. (literally cannot tell the difference between the material and building wealth graphs)
-Nice pawns are more likely than almost any other to go violent when breaking.
-Ability to smooth natural rock walls to remove ugliness, like with rough rock floors.
-Long-established colonies can get dirt roads built to connect them with nearby roads if they weren't already on a road.
-special conduits that let us overlap separate power grids.
-windows: good for beauty, lets in outdoor light (capped at 50%) and can be shot through for better-than-sandbag cover, though this "breaks" them till repaired, allowing people to crawl through them, and are weaker than regular walls to begin with. Needs research to unlock.
Burning apparels in a Campfire should refuel it a bit.
Humans prefer sunlight!
Give them a negative mood effect if they haven't been exposed to sunlight in a while.
The longer they go without, the stronger the negative mood.
Sunlamps could counteract this, but as we all know a sunlamp requires more power is is more expensive.
This could give a small extra challange to living in some sort of underground complex or single structure bunker.
Quote from: Sol666 on January 03, 2018, 03:53:06 AM
Humans prefer sunlight!
Give them a negative mood effect if they haven't been exposed to sunlight in a while.
The longer they go without, the stronger the negative mood.
Sunlamps could counteract this, but as we all know a sunlamp requires more power is is more expensive.
This could give a small extra challange to living in some sort of underground complex or single structure bunker.
Apart from the sunlamp part this is already in the game. Pawns get cabinfewer which is a mood debuff :)
Quote from: Deer87 on January 03, 2018, 04:00:27 AM
Apart from the sunlamp part this is already in the game. Pawns get cabinfewer which is a mood debuff :)
That's true, but going outside at night wouldn't counteract the negative mood from lack of sun.
But it will for the cabin fever mood
I haven't really payed attention whether or not it gets colder at night than during the day ??? :-\
But needing to get out during the day if it's warmer could become more problematic in a warmer biome.
Actually most humans in RL suffer from vitamin D deficiency if they spend most daylight hours indoors (over the course of several months); perhaps this could be modelled IG..?
I would very much like that you change the color of the B18 blight. Now it's green, and it's difficult to see in also green crops. Make it, for example, red, so it's easier to spot.
I kind of want to see weapons that you already used and wield have a number of kills and downs thats been recorded.
For example a raider using a assault rifle that killed an manhunting wolf. That rifle has a kill already untill he drops it and finds itself on your hands.
Where killing or putting down more manhunting wolves will add more that rifle has already been seen used to shoot wolves.
Maybe you find a randomly generated bolt-action rifle that's rugged and bought from a trader and it has been used to kill 11 raiders and 13 animals and had downed 1 mechanoid. But i think that doesn't make any sense but would be nice :P
Also i want to see turrets have a kill or down count too. Because i want to see the turrets that have killed any raiders that are the most effective in the position i placed and the Kill and Down counter would be nice ;D
Add a Brawler positive thought for when he's using an excellent weapon, as a Brawler would be unhappy with a ranger weapon, it would be nice to have an opposite to it for when you finally get him a good nice weapon.
So, only for "gladius" and beyond.
If excellent: +3 mood boost.
If MasterWork: +5 Mood Boost.
If Legendary: +7 Mood Boost.
It would be great to have an ability to copy and paste cooler and heating temperature settings similar to the way you can do so with the stock pile zones. It just gets a bit tedious when you build a whole row of coolers or heaters and have to individually adjust the temperature on each one.
Quote from: bigdognz on January 05, 2018, 04:07:24 PM
It would be great to have an ability to copy and paste cooler and heating temperature settings similar to the way you can do so with the stock pile zones. It just gets a bit tedious when you build a whole row of coolers or heaters and have to individually adjust the temperature on each one.
You can select multiple coolers/heaters with the shift key, and adjust the temperature all at once.
Please give blinking info of incapacitated friendlies: a lot of time they fall incapacitated after leaving the hospital where they just got treated, but we miss them.
or at least let them better recover before deciding to leave
You should add somethin like if the colonist is tired he should get a conciousness debuff of x%
Make insects mark-able for hunting: many times i destroy an infestation, then lower the colony level of attention and get advised by an explosion that few insects got unseen for days and destroyed parts of my space ships parked ot of the base. Plus the incapacitated insects remain forbidden on death, while if they could be set for hunting they would be unforbidden on death. Plus I could see them easily.
Ambushes for incapacitated refugees should probably be changed: instead of eight tribals teleporting right on top of your colonist(s), how about spawning at the map edge, like normal people? Alternatively, why can't we conceal our own pawns for a minigun-to-the-face ambush on approaching snipers?
EDIT: Why can't we dress incapacitated refugees? Just had a colonist's mother spawn naked at -13 C daytime temperature: I brought pants, shirt and jacket, but there's not way to actually put the clothes on until she wakes up.
Quote from: Dargaron on January 12, 2018, 04:47:40 PM
Ambushes for incapacitated refugees should probably be changed: instead of eight tribals teleporting right on top of your colonist(s), how about spawning at the map edge, like normal people? Alternatively, why can't we conceal our own pawns for a minigun-to-the-face ambush on approaching snipers?
EDIT: Why can't we dress incapacitated refugees? Just had a colonist's mother spawn naked at -13 C daytime temperature: I brought pants, shirt and jacket, but there's not way to actually put the clothes on until she wakes up.
It's strange because at least for item stash quest, ambushers appear form the edge of the map.
// Edit : same for me for incapacited refugees.
Same problem than you to dress prisonners, friends or incapacited pawns.
I suggest a pounds weight option in menu. I suggest for rounding purposes it converts 1kg to 2lb. Super cheap!
I expanded on the idea here (https://ludeon.com/forums/index.php?topic=38197.0) for uh, discussion purposes.
Hey,
I'm no expert at mechanics or how simple this would be but how about a visual "to-do list" where it lists jobs to be done (i.e. build wall, research, tend to prisoner, eat etc.) and maybe also who is doing it. If you could drag and drop to change order or maybe add jobs via this also change who does what job. I understand this is altered by the prority setting tab but setting orders and sometimes certain people can become confusing especially for a newbie.
Thanks
SGTHince
2 suggestions. Firstly, a trader meetup spot. When traders come, it seems they pick a random spot to hover around. Sometimes this spot isn't always in an ideal location (they may be walking into sleeping colonists' rooms etc.). Allowing the player to choose a spot would be helpful. I think there is a mod for this, but it seems like it should be in the official version.
Secondly, designate colonist groups. This feature might not be as cheap, but whenever I get raided, I always find myself wanting to distinguish between which colonists have ranged weapons and which have melee weapons. Being able to add colonists to a group could help, and provide many other functions as well. If this is too laborious, just creating a system where the player could drag colonist portraits on the top of the screen to reorder them could be a rudimentary way for people to create groups.
Thanks for the wonderful game.
We have hunting and farming, we need fishing!
Quote from: Joth on January 14, 2018, 09:03:27 PM
2 suggestions. Firstly, a trader meetup spot. When traders come, it seems they pick a random spot to hover around. Sometimes this spot isn't always in an ideal location (they may be walking into sleeping colonists' rooms etc.). Allowing the player to choose a spot would be helpful. I think there is a mod for this, but it seems like it should be in the official version.
Thanks for the wonderful game.
This feature has already be proposed a lot of time. However, devs don't want to add it to prevent players to throw caravans into killrooms.
Very strong wind
Duration: 2-4 game hours.
effects:
1) chance of breaking a tree (for example, lvl_grown - 10-50% (random) every 1h)
If it breaks, it gives 60-80% of the normal amount of woods
2) damage to selected buildings (for example defensive towers, trade orbital, wind turbines) and vegetation
3) 20-30% lowering the speed of all units on the map
4) Increased energy production of wind turbines by 20-60%
5) 10% chance to create a tornado every 30 game min (and decrease the duration of the event -1h when the tornado disappears)
6) If you have winter moved snow ;)
I'd like to be able to rearrange the colonist bar. Every time my colony manages to grow to 10-15 people I try to group them up in teams of four or five, but they usually form pairs and friendships across my groupings. It could also help me to single out colonists who are full melee or refuse to fight altogether and not get them mixed up.
A new setting in the world generation options for how long days are, and/or how many days there are per season. I find that the years pass far too fast on the rim, the seasons are to short for me to really appreciate the varying ways of running colonies. Longer crops seasons followed by a long hunting and indoor working season would be really great I think. Preferably as a variable option, for say 10-60 days per season in world generation.
How about having the names of all pawns be drawn from lists like the tribal namemaker? Instead of the
<li>name->[tribalword] [tribalword]</li>
it could be
<li>name->[firstname] [lastname]</li>
and some note to edit to mark the difference between male and female names?
I can't code but I have experimented a but with xml but not managed to do anything useful with the names list.
I don't know if I'm quite too late, or if it's in the newest interface update, but being able to shift-click or control-click for a pop-up box on any slider related to numbers would be amazing. No more stuck at 1499 or 1501 when trying to set stone block stuff.
Make every string that contain a name to be a link: if you click the name then the screen centers on that pawn. Very similar to the list of names you have in the social menu, but no selection ,only center the screen.
Can it be possible to make grass grow without the presence of other grass tiles nearby? I feel like in most of my worlds the first winter kills all the grass on the map then fails to spread back to anywhere but the edges of the map again before the next winter occurs. It's nothing that keeps me from playing the game it is just weird to only see dirt and trees in the majority of my map.
Quote from: Zafety on January 16, 2018, 11:38:31 PM
Can it be possible to make grass grow without the presence of other grass tiles nearby?
This isn't a simple fix, but it is on the list of things to be changed for the next release.
Quote from: jamaicancastle on January 17, 2018, 07:58:46 AM
Quote from: Zafety on January 16, 2018, 11:38:31 PM
Can it be possible to make grass grow without the presence of other grass tiles nearby?
This isn't a simple fix, but it is on the list of things to be changed for the next release.
Didn't realise. Thanks for letting me know.
Quote from: NeverPire on January 15, 2018, 09:08:50 AM
Quote from: Joth on January 14, 2018, 09:03:27 PM
2 suggestions. Firstly, a trader meetup spot. When traders come, it seems they pick a random spot to hover around. Sometimes this spot isn't always in an ideal location (they may be walking into sleeping colonists' rooms etc.). Allowing the player to choose a spot would be helpful. I think there is a mod for this, but it seems like it should be in the official version.
Thanks for the wonderful game.
This feature has already be proposed a lot of time. However, devs don't want to add it to prevent players to throw caravans into killrooms.
That makes sense, I see how it could easily be abused. I guess some people don't have the same play style as me! I still would like a colonist grouping or rearranging colonist bar option though.
One other idea I had that would be (possibly?) easy--early game, heat waves can be devastating if your colony doesn't have the tech to combat it. Allowing colonists to use water features like rivers/lakes as a way to cool off for a short period would be nice and I think it would be a fair way to manage heat stroke with a good balance in trade-offs. Pros: Colonists don't die from heat stroke. Cons: Requires micromanaging from the player and vigilance as far as monitoring health of colonists, colonists are wasting productive time which is very valuable in the early game--time wasted depends on proximity of the colony to a water feature.
I know the next update is meant to give more purpose to water, this would be a feature that could go along with that.
Really cheap and easy to implement idea - "rescue" button for any wounded colonists, no matter conscious or not. Right now if colonist is conscious, but severely bleeding, he will bleed to death before reaching medical bed. I have to haul bed to wounded instead, which is a bit counter intuitive.
Also, animals trained in rescuing should rescue such colonists.
And a bit less cheap variant - designate "rescue", same as "harvest" for plants. And the best animal/colonist for the job will reserve the task. So you could manually control which colonist should be rescued, and who can walk to hospital on their own.
Let further click on "idle colonist" message cycle trough idle colonists instead of just the first
Could it be possible to get any way to get back a notification message ?
I think especially about drop pods that are really difficult to find when you didn't have the time to afford them at the moment of the notification and want to find them later.
[MEDICINE AND TREATMENT]
I am sorry if that was suggested somewhere, i searched the forum for "treatment" and no one seemed to suggest that.
Having the ability to choose which injuries i want to treat with which kind of medicine (or no medicine or no treatment) would be awesome.
It takes a lot of time to micromanage the wound seriousness by toggling the general colonist's treatment method.
Also, seeing colonist wasting medpack on few bruises triggers me a lot :D
I suggest the tick/X toggle for "advanced treatment options" that shows the icon of a medpack near each wound (preferably on the left because of text justifying) that you can click multiple times to toggle the med tier. Also all of those are by default set to the one method selected in already existing med selection, so if I change the overall medicine used to herbal, then all of the wounds change to herbal, no mather if i toggled them before or not.
(I would attach the sketch of what i just described when i get to my own PC)
add the "(re)build transport pod" button to the pod launcer
Make it so colonists' beds stay assigned when they leave on a caravan trip. Make it so colonists in a cryptosleep casket have their beds unassigned.
64 bit for windows ;D
Change the name of "Phoebe Chillax" back to "Phoebe Friendly".
Restore the separate "Repair" work type so it's not all handled by Construction.
Add a Locks system back to the doors. Your original lock system was better than what the mods have to offer.
Phoebe Friendly is much better for the alliteration scheme of the other storytellers. I can't imagine what prompted the change to 'Chillax' in the first place
Because she's not actually any friendlier. She gives you more time between major events (the "chill" part), but she isn't any nicer than Cassandra when it comes time to deploy those events.
Wood treatment - I got an idea for this after researching Japanese castles. They were made mostly from wood, bu the japs treated them with several layers of a mixture that made it very hard to set on fire and served as an additional protection from outside elements.
Basically a realistic way to make wood walls far less flamable
Cheapest suggestion that I can think of, an eclipse should lower the temperature by roughly 15 degrees. Most of us experienced it last year during last August's eclipse. I just had a eclipse during a heat wave which could have helped by starting settlement.
New mental break idea, dont know how to call it: the pawn will not follow the time planning nor the tasks it bas been given; instead he will do whatever he wants whenever he wants. He would even be able to force someone to stop his task (for ex. Cooking) and he would do it instead of him. He wouldnt also follow the rules for each workplace (for ex. he could produce a few cow boy hats even if it is not un the tasks).
More carpet colours
Implement more colours. The same way you can pick up different types of wall material, for example. One button has all carpet colours, and when you click there you can choose one.
hail
happens only when it's warm.
cools current temperature by a couple degrees for the time and a few hours afterwards. destroys/damages plants.
i didnt check, but i think different crops (especially) have different hp.
in my opinion it shouldnt destroy grass and moss and stuff, but damage trees slightly. natural bushes and plants get medium damage but crops suffer the largest damage and commonly get destroyed.
how can you defend against it? quickly build a roof over unroofed crops. harvesting is usually too slow for this task. you can remove the roof afterwards again. roofing symbolizes when in our world people put umbrellas and stuff over their plants in their gardens.
long term defence against it is hydroponics.
Choose a damage type you want to buff and give it 100%chance to insta infect the body part it hits.
I would suggest one or more animal bites, but also some weapons hit. I mean a rusty sword or a envenomed bow (some work to create theese specific items). or why not every uranium made weapon?
your choice, you are so good at balancing new things in!
"oh god, iguanas bites are infectives now! gotta be careful! or better, gotta tame tons of those"
edit:
The Scyther blades? Yes, the Scyther blades! you were looking for an adjustment for them, make them give infection. lol
Lucy:
Quoteadvanced glitterworld mechanites that dramatically improve the body's functioning
New serum:
QuoteA one-use super-dose of mechanites tuned to heal health conditions.
So, we have 2 mechanite serums, but luci is much worse at healing, and much more expensive and risky. Since we can regrow limbs now, I think it would be fair to give such ability to lucy too. Let it just heal any injury as long as pawn lives long enough.
Coolers set on a negative temperature by default (< 0°C)
If I could have one change made right now I'd change the value of dirt or grass tiles to be neutral instead of negative, and naturally occurring rock would also be neutral. It seems strange to me how colonists find these beautiful landscapes ugly.
Quote from: MeowRailroad on February 05, 2018, 07:13:31 PM
If I could have one change made right now I'd change the value of dirt or grass tiles to be neutral instead of negative, and naturally occurring rock would also be neutral. It seems strange to me how colonists find these beautiful landscapes ugly.
they're ugly because they're dirty. be happy they are only -2 and not even less
Rename "Infection" to "Gangrene".
Quote from: Names are for the Weak on February 05, 2018, 08:44:15 PM
Rename "Infection" to "Gangrene".
It doesn't make sense though how just being outdoors makes everything seem ugly. Maybe "ugly" should be renamed "roughness" or something like that so it makes more sense. I still think colonists should get some benefits from seeing beautiful landscapes.
Quote from: MeowRailroad on February 06, 2018, 07:28:20 AM
I still think colonists should get some benefits from seeing beautiful landscapes.
Grass don't have beauty penalty. It's barren dirt which has the -2 malus.
I'm not entirely certain how easy these would be, but:
Two traits:
Claustrophobia: gets cabin fever quicker, bigger mood penalty from cabin fever, bigger bonus from being in a spacious room, takes more to consider it spacious(maybe shift the thresholds on the space slider or something?)
Agoraphobia(or whatever the fear of open spaces is): gets cabin fever slower, lower mood penalty from cabin fever, smaller bonus from being in a spacious room, takes less to consider a room spacious.
Basically, these two are opposites, and I feel they give pawns a little extra depth and forces us to consider how we're building our colonies.
Quote from: MeowRailroad on February 06, 2018, 07:28:20 AM
Quote from: Names are for the Weak on February 05, 2018, 08:44:15 PM
Rename "Infection" to "Gangrene".
It doesn't make sense though how just being outdoors makes everything seem ugly. Maybe "ugly" should be renamed "roughness" or something like that so it makes more sense. I still think colonists should get some benefits from seeing beautiful landscapes.
pawns will find flowers beautiful, not mud. plant some daylilies and roses in the soil and they'll love it
Quote from: Lurmey on March 08, 2017, 02:34:58 AM
Quote from: Aerial on March 06, 2017, 01:31:45 PM
Quote from: Venge on March 06, 2017, 12:16:40 AM
This has also probably been said but smart stacking items. I'm sitting here looking at my stockpile with 1 silver taking up a spot, 33 silver in another, and so on. And there's no way to re-haul that to move it together unless you want to make another stockpile with higher priority and move between, which is just a waste.
I'm not sure this counts as a cheap idea since I think it would take more than an hour of work to complete, but we wantsss this, preciousss.
I've started referring to it as inventory defragmentation. I'd like a new work type of "organize inventory" that can have bills assigning priority to specific stockpiles. Then the pawns go and consolidate and organize the items in that stockpile as best they can.
There are two different mods on the workshop that do this in slightly different ways, I'm sure Tynan could implement this in under an hour with ease.
I would like to bring this back up. While stacking AI has gotten better since last year, there is still no "organize stockpile"-type work order that can be either manually or automatically ordered where pawns with either the cleaning or hauling job set will go and re-stack items within a stockpile when consumption allows. As such, you'll start with a well-organized stockpile that over time, as pawns take from different stacks, suddenly becomes cluttered because your 300 wood is now 200 wood but not all 100 wood was taken from 2 stacks, it was taken from 10, but meanwhile you've added a bunch of leathers so now that stockpile that theoretically should have enough room for your stuff is now full.
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How about power lines? that way they can go straight over rivers.
Maybe some sort of defensive variant of the standard walls? that way we can put turrets on them and build guard towers.
A welcome mat to reduce dirt indoors
Observation towers would be really good.
A spot where you can only command the pawn to enter, but not to move or do anything on it, like with the transport pods. That way the devs dont have to deal with the Z-levels issues Tynan mentioned.
People on a Rimworld would love to know in advance when are dangerous events going to happen, so they would definitely build one irl.
It could be useful to know with a few hours in advance when are raids or manhunting packs going to come.
Perhaps it could also be useful to study the weather after an upgrade.
If the devs think it would make the game too easy or something, they could add a chance for it to fall down at any moment directly proportional to the construction skill of the builder.
...
Or they could add options to do observation drones to do all the above.
The cheapest ideas huh...
*Vacuum cleaner - +100% cleaning speed;
*Tool(Swiss knife,hammer, you name it) - +50% work speed(5 steel to make at FUELED SMITHY or electric);
*MORE RESTRICTIONS - In the restriction tab,make it so we can add more restrictions, so we can add something like when to eat, because in late game when you have 30 colonists they will literally suffer from starvation on a 8 hour work schedule (or add food at drug policies and we gucci).I ask for this because when my colonists travels half a map to get something and they get hungry,they stop they eat then they turn around and do something else, so annoying.
*Strict option - in the restriction tab, so if this is ticked, and we can tick it on any of the 4(work,sleep,anything,joy) and if I change priority in work tab they literally drop what ever they are doing and start on what you put them to do.
*FORMATIONS - call it tactic when the colonist is drafted(3 Lines,cube,spaced or default).
If the last 3 are made I'm pretty sure the mods can take care of the rest.
Quote from: fear_the_cheese on February 10, 2018, 03:17:38 PM
A welcome mat to reduce dirt indoors
We really need this one. I recommand you to create a separated suggestion thread for it.
Just because I really want to have it in game.
Quote from: jchavezriva on February 11, 2018, 01:48:02 PM
People on a Rimworld would love to know in advance when are dangerous events going to happen, so they would definitely build one irl.
It could be useful to know with a few hours in advance when are raids or manhunting packs going to come.
Perhaps it could also be useful to study the weather after an upgrade.
If the devs think it would make the game too easy or something, they could add a chance for it to fall down at any moment directly proportional to the construction skill of the builder.
...
Or they could add options to do observation drones to do all the above.
Detailed thread about this one : https://ludeon.com/forums/index.php?topic=37614.msg384917#msg384917
How about animals hauling food to prisoners?
Haemophilia trait... ...and Stoneborn! The opposite of haemophilia. This makes sense and is medical proofed.
airsickness would be cool aswell. After a drop pod jump some people feel sick like after kryo
Quote from: AndrewArt on February 13, 2018, 05:38:14 AM
How about animals hauling food to prisoners?
already works. just designate a spot for food in the prison and allow your pets to haul food there. ideally, you only allow meals because they only stack until 10 and then you use wargs for that because they dont steal the food as they only eat fresh meat and corpses. you can let those badboys walk around your non-meat-parts of your fridge and the prison aswell.
@sick puppy thank you, I didn't even think of that ^^
Today I really felt the need for some medieval shields, I wish there would be such a thing in rimworld.. I found a mod but it is not updated for B18, not even A17.. it absorbs melee damage you receive depending on your melee skill, I would love such an addition to rimworld if possible Tynan :) Shields just look bad-ass, let's be honest. That would be really cool.
Sometimes when I load my save game it takes a very long time. I would love it to default to the paused state upon load so I can leave my PC whilst I wait.
Hows that for cheap? :-)
Quote from: mmance on February 17, 2018, 03:01:20 PM
Sometimes when I load my save game it takes a very long time. I would love it to default to the paused state upon load so I can leave my PC whilst I wait.
Hows that for cheap? :-)
It's cheap enough that I thought that was already in the options menu (look for "pause on load").
I totally did not see that. It is there. Thx.
Migrant Worker Event
Sort of like when someone comes by being chased by pirates, except no pirates. A stranger shows up asking for a place to stay temporarily in exchange for work. You can accept them into the colony or turn them away. The pawn stays for a pre-determined amount of time, and when the duration expires the pawn leaves, moving on to the next welcoming colony. Maybe you could try and convince the pawn to stay at the end of their employmentif you wanted.
Craftable Glitterworld Medicine?
Some of these are bound to be mentioned previously, but ...
- Cooking sometimes fails and ingredients are wasted (e.g. meal gets burned)
- Be able to copy all bills from one device to another (built an additional stove, want to copy all orders to it)
- Seasonal fishing in rivers/oceans/large lakes (more for joy than a great source of food)
- Introduce melee training dummies to help raise the stat faster
- Painkillers (poppy plants -> opium extract (drug workbench) -> morphine (drug workbench)). Unless I'm mistaken, during an operation, inducing anesthesia requires no item.
- "Do not resuscitate" trait: cannot tend to unconscious colonist with this trait (excluding anesthetized)
I understand that a z-axis is not happening (nor should it), but if we assume some very local terrain flatness, allowing short-ish (15, 20 tile?) irrigation ditches stemming away from rivers/lakes would be amazing in certain biomes and would encourage people not to dwarf-fortress every single time they play.
Furthermore, if we have a deep drill item for minerals, and a moisture pump item, shouldn't there be a deep drill item which can do the reverse of the moisture pump and make a local area fertile?
When you go to make a weapon or a piece of apparel, there is a little i to click on to get more info. When you click on it it take you to a page about the ingredient cost, but does not tell you anything about the item. It should show the same information that you get when you click on the little i for the item it self (damage, protection, etc) so that you can compare items when you are making a bill.
Couples and ought to have arguments with one another on occasion, reducing their opinion of one another for a time. This would be more realistic, as the way relationships currently work in the game, once you're at +100 relation, barring cheating or killing a relative of theirs, colonists tend to stay at that level forever.
Quote from: mmance on February 21, 2018, 10:08:28 PM
When you go to make a weapon or a piece of apparel, there is a little i to click on to get more info. When you click on it it take you to a page about the ingredient cost, but does not tell you anything about the item. It should show the same information that you get when you click on the little i for the item it self (damage, protection, etc) so that you can compare items when you are making a bill.
The problem is that for most items where that would be useful (weapons other than guns, apparel) those values all get changed by the stuff that it's made out of. Like, a wooden spear has very different attributes from a steel spear.
I did already make a thread for it, but will post here as well.
When you right click a trader and the context menu pops up, have a new option to "Dismiss trader".
I think human kids would be a good idea and having more needs added like toilet and stuff. Also better things of like temporarily arresting people to calm them out of a mental break.
Quote from: Hound19 on February 24, 2018, 12:25:43 PM
I think human kids would be a good idea and having more needs added like toilet and stuff. Also better things of like temporarily arresting people to calm them out of a mental break.
In case you haven't seen, there is the mod Children and Pregnancy. Also, Dubs Bad Hygiene, and Rim of Madness---Straight Jackets. All of them seem like fantastic mods, and I would recommend giving them a try! Mind you, Children and Pregnancy can be little buggy still with other mods.
A cheap idea that I beleive would add some interesting stories in Rimworld while utilizing game mechanics already in play would be to have a situational mental break similar to Murderous Rage
Murderous Rage
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.
Introducing a Revenge mental break that would occur to a pawn during combat. Revenge would be a mental break that would occur to a pawn, at risk of mental breaks, when another pawn in the colony, whom they have a strong connection with (e.g. spouse, brother, lover), is killed by an enemy raider. The Revenge mental break would cause the pawn to seek out to kill the enemy pawn who had just killed the colonist. They would do so without regards to their own safety and be uncontrollable to the player. A melee geared pawn might just charge straight towards the enemy without any concern for cover. A pawn with a ranged weapon might move closer to a more optimal range and with increased accuracy and fire rate attempt to kill the enemy pawn without regarding the need for cover.
Increasing their combat stats during the break would make them a bigger threat to the targeted enemy pawn while also presenting the opportunity for the player to lose another pawn. However, with the stats of the mentally broken pawn increased it could also turn the tide of the battle and scare off the raiders.
We see this situation played out in movies all the time where the sudden death of a character caused the underdog to rise to the occasion and defeat the enemy (or die trying)....
Quote from: 9ofSpades on February 28, 2018, 03:31:52 PM
A cheap idea that I beleive would add some interesting stories in Rimworld while utilizing game mechanics already in play would be to have a situational mental break similar to Murderous Rage
Murderous Rage
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.
Introducing a Revenge mental break that would occur to a pawn during combat. Revenge would be a mental break that would occur to a pawn, at risk of mental breaks, when another pawn in the colony, whom they have a strong connection with (e.g. spouse, brother, lover), is killed by an enemy raider. The Revenge mental break would cause the pawn to seek out to kill the enemy pawn who had just killed the colonist. They would do so without regards to their own safety and be uncontrollable to the player. A melee geared pawn might just charge straight towards the enemy without any concern for cover. A pawn with a ranged weapon might move closer to a more optimal range and with increased accuracy and fire rate attempt to kill the enemy pawn without regarding the need for cover.
Increasing their combat stats during the break would make them a bigger threat to the targeted enemy pawn while also presenting the opportunity for the player to lose another pawn. However, with the stats of the mentally broken pawn increased it could also turn the tide of the battle and scare off the raiders.
We see this situation played out in movies all the time where the sudden death of a character caused the underdog to rise to the occasion and defeat the enemy (or die trying)....
sounds cool. especially when you think about how raiders often have relationships to another. it could get really weird though when a recruited pirate's sibling is in the raiding force. will your pawn try to kill your own pawns if they kill his kin? would be a sure fire way to screw up battles, don't you think? and if you only do it for pawns that will go and attack enemy factions, wouldnt that just make it a straight upside to the whole battle system in late game when you have 20 pawns and hordes of enemies with numerous weirdly related people among their ranks attack you? also, what would happen if you lose a colonist to a friendly fire incident and your other pawn, the deceised pawn's own flesh and blood, will go and attack you aswell? friendly fire is already the ruin of some players, no need to make it even harder...but i guess you could make the murderous rage only trigger when a pawn gets killed by another faction. on the other hand, you cant have funny chain reactions among enemy ranks...
welp, dunno.
just seems like kind of a can of worms. i do like the idea though of a pawn hulking the rimhell out and wreaking havoc among enemy ranks.
anyway the trigger gets implemented, i would really like to see a pawn that "intelligently" fights his way through to his victim, flattening multiple enemy pawns in the process possibly until he arrives there.
melee pawns are rather easy to program. incapable of violence probably wouldnt have this mental break. but what about pawns with guns? will they just move towards their victim until they come across an enemy pawn that is less than half as far away from them than their victim? that pawn would be gunned down and your mentally broken pawn would move on until the victim is in a good range to be shot at (whatever that range is defined as)
i would also really like to see pawns for once attacking downed pawns automatically. like, they REALLY wanna kill the dude.
You make a good point about the triggers. I guess the simplest solution would be to just exempt raiding pawn relationships from being a trigger. It doesn't fit thematically since the raiding pawn is there to kill and pillage your colony so the colonist's relationship must be strained to begin with.
Friendly fire is not as simple as you pointed out and I can see being handled many different ways but I don't know what would be best. I agree it could also be exempted as a potential trigger. Perhaps it could be replaced with a targeted Murderous Rage break against the responsible pawn?
Pawns with guns would need a lot more attention to make this mental break work well and not just kill off another pawn. I could see this coding issue taking this mental break from a cheap idea to a more complicated suggestion.
My "easy" answer would be to give the Revenge pawn near perfect accuracy and target the nearest enemy pawn within range or move closer to the nearest raider via the safest path available.
They would slowly move closer to the target raider until they were downed or the raider was no longer an option (either flees or dies). They could receive a mood boost for every raider killed during this break but a large boost if they get to take revenge. Failure to do so would result in a mood debuf but end the mental break.
I am beginning to see that this idea can quickly expand beyond a cheap idea with all the contingencies possible.
Chest - for storing valuables like silver, gold - in a bigger stack. Maybe make it a buried chest so that it can't burn, and make enemies have to dig it out to take the valuables
When pawns have a disease that needs periodic tending, place a small bar on their portrait indicating how much time is left until they need to be tended again.
When pawns have hypo/hyperthermia, use blue and red bar buildups on their icons. When they have toxic fallout buildup, use green.
These are little changes that would go a long way to preventing the player having to constantly manually click on pawns to check their conditions one by one during events/diseases.
Quote from: 9ofSpades on February 28, 2018, 03:31:52 PM
A cheap idea that I beleive would add some interesting stories in Rimworld while utilizing game mechanics already in play would be to have a situational mental break similar to Murderous Rage
Murderous Rage
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.
Introducing a Revenge mental break that would occur to a pawn during combat. Revenge would be a mental break that would occur to a pawn, at risk of mental breaks, when another pawn in the colony, whom they have a strong connection with (e.g. spouse, brother, lover), is killed by an enemy raider. The Revenge mental break would cause the pawn to seek out to kill the enemy pawn who had just killed the colonist. They would do so without regards to their own safety and be uncontrollable to the player. A melee geared pawn might just charge straight towards the enemy without any concern for cover. A pawn with a ranged weapon might move closer to a more optimal range and with increased accuracy and fire rate attempt to kill the enemy pawn without regarding the need for cover.
Increasing their combat stats during the break would make them a bigger threat to the targeted enemy pawn while also presenting the opportunity for the player to lose another pawn. However, with the stats of the mentally broken pawn increased it could also turn the tide of the battle and scare off the raiders.
We see this situation played out in movies all the time where the sudden death of a character caused the underdog to rise to the occasion and defeat the enemy (or die trying)....
Quote from: TheMeInTeam on March 01, 2018, 11:39:11 AM
When pawns have a disease that needs periodic tending, place a small bar on their portrait indicating how much time is left until they need to be tended again.
When pawns have hypo/hyperthermia, use blue and red bar buildups on their icons. When they have toxic fallout buildup, use green.
These are little changes that would go a long way to preventing the player having to constantly manually click on pawns to check their conditions one by one during events/diseases.
Two great ideas (except maybe the murderous rage one, seems like it's just a slightly different version of the common berzerk, but the revenge one is pure gold!)! And they seem cheap! Thumbs up
I don't know if this has been suggested, but ...
Currently, when I left click on a stockpile or zone, it tells me the name of the zone in the bottom left box. The rest of the box is empty. What if when I clicked it, it also listed all the items in that stockpile or zone? For long lists, it could either abbreviate the items into groups, or be scrollable when the cursor is in the box. (Sometimes, when looking through my trade ship stockpiles, I will scan the screen for a while before finding the item I want to select.) Perhaps, within the list in the box, we could click to select an item or group of items within that zone, as well - or, even just put our cursor on the item in the list to highlight the item in that zone. Perhaps it could also give a count of items within that stockpile.
Thanks for the many, many hours of fun!
Quote from: Phyrwurx on March 02, 2018, 06:31:34 PM
I don't know if this has been suggested, but ...
Currently, when I left click on a stockpile or zone, it tells me the name of the zone in the bottom left box. The rest of the box is empty. What if when I clicked it, it also listed all the items in that stockpile or zone? For long lists, it could either abbreviate the items into groups, or be scrollable when the cursor is in the box. (Sometimes, when looking through my trade ship stockpiles, I will scan the screen for a while before finding the item I want to select.) Perhaps, within the list in the box, we could click to select an item or group of items within that zone, as well - or, even just put our cursor on the item in the list to highlight the item in that zone. Perhaps it could also give a count of items within that stockpile.
Thanks for the many, many hours of fun!
Quote from: TheMeInTeam on March 01, 2018, 11:39:11 AM
When pawns have a disease that needs periodic tending, place a small bar on their portrait indicating how much time is left until they need to be tended again.
When pawns have hypo/hyperthermia, use blue and red bar buildups on their icons. When they have toxic fallout buildup, use green.
These are little changes that would go a long way to preventing the player having to constantly manually click on pawns to check their conditions one by one during events/diseases.
to me, these two are instant-additions to vanilla
Very simple idea: add an "allow sowing" button to the hydroponics basins, like for the growing areas.
Quote from: alligator76 on March 03, 2018, 07:49:06 AM
Very simple idea: add an "allow sowing" button to the hydroponics basins, like for the growing areas.
i'd expand on that with an "allow harvesting" button for both hydroponics and sowing areas, when you are low on food and dont want your colonists to get the cotton harvest first
Please let us interrupt weapon cooldowns by trying to move drafted colonists to do other things than stand still. Reloading a weapon shouldn't be REQUIRED right away, it just ends up getting them hurt more often than not. Still retain the need for the cooldown but only for after the colonist has stopped moving
For worktables, under task details, there are the options to drop the item on the floor or to take it to the best stockpile. Suggestion: add the option there to take products to the nearest stockpile that accepts that item. Why? If the crafter drops the item on the floor, it gets put wherever, in the way. It becomes clutter. If the crafter takes it to the best stockpile, it may be quite a walk, one item at a time. So, add the option to take to the nearest stockpile (that accepts that item). That way, a player can place a lower-priority stockpile near the worktable, out of the way, allowing the crafter to drop items in a nearby designated location, which allows more efficient crafting and allows others to haul the items based on priorities within stockpiles.
Quote from: Phyrwurx on March 06, 2018, 04:37:23 AM
For worktables, under task details, there are the options to drop the item on the floor or to take it to the best stockpile. Suggestion: add the option there to take products to the nearest stockpile that accepts that item. Why? If the crafter drops the item on the floor, it gets put wherever, in the way. It becomes clutter. If the crafter takes it to the best stockpile, it may be quite a walk, one item at a time. So, add the option to take to the nearest stockpile (that accepts that item). That way, a player can place a lower-priority stockpile near the worktable, out of the way, allowing the crafter to drop items in a nearby designated location, which allows more efficient crafting and allows others to haul the items based on priorities within stockpiles.
You just set a stockpile under the workbench, set it on low priority and 'drop on the flor' in the bill.
Side suggestion: put a single hi priority single square stockpile nearby for the ingredients to reduce time to collect them by the crafter/cook
A small change to shelf stocking behavior would reduce my micromanagement significantly, as well as alleviate some problems with the various ingredient stock idioms, a common issue here it seems. When a shelf becomes empty, increase its storage priority by 1. Similarly when a shelf becomes full, reduce its storage priority by 1. This will enable shelves to function as intermediate storage, with full pull-from-storage and push-to-storage cycles between your production and warehouse.
Lately I have been spending a large amount of time managing my ingredients for my cook. These changes would enable similar strategies to the hysteresis approach to stocking (which I believe has a mod for it), but will also enable pushing from shelves for output materials as well. Simply set your ingredient shelves 1 priority higher than your bulk storage, your haulers will then fill until full and then stop as the priority has reduced; finally when the shelf is emptied by your production its storage priority will increase and haulers will again refill. For output shelves, set them the same priority as your bulk storage but closer to your production than the bulk storage, your production will stock to these shelves when full which will then reduce that shelf's stocking priority; now your haulers will push from the shelf to bulk storage at which time its storage priority will raise and production will continue stocking the shelf.
Implementation of this would be as simple as sub-classing building_storage and overriding the Notify_LostThing and Notify_ReceivedThing components. I will likely be spinning this up as a mod myself in the next day or so, once I figure out how to determine if a building_storage is at full capacity.
Edit: Over a month later, and some serious feature creep and I've finally posted this ... funny how that worked. Guess it wasn't too cheap ...
make the message on top left "thing has rotted away" clickable so the view centers on the interested stockpile.
I just want to duplicate my ideas here. I believe they are cheap enough.
1. Brief description for diseases would help new players a lot.
https://ludeon.com/forums/index.php?topic=39253.0
2. Extra word file references at "Mods\Core\Defs\RulePackDefsRulePacks_Global.xml" will make generated texts much reacher, better and easier to read in different languages (if someone overrides them in DefInjected).
https://ludeon.com/forums/index.php?topic=37216.0
We can strip our prisoners/pawns, but we can't dress them. Idea is simple: add clothing policy for prisoners and allow pawns to dress someone according to policy (ability to haul might be required).
There is a mod that has not yet been updated to b18, it lets you save your ship (after you "win" by sending colonists into space) and then you can use that ship for further gameplay by creating a new game and choosing the ship, which has all your colonists and such. I think it fits well with the game and should maybe be integrated into the game.. (I hope they update the mod if not)
So I'm not gonna read the past 350 pages and I'm sure people have mention this so what the heck:
More clothes for tribals.
Quote from: Alerter on March 12, 2018, 07:25:40 PM
We can strip our prisoners/pawns, but we can't dress them. Idea is simple: add clothing policy for prisoners and allow pawns to dress someone according to policy (ability to haul might be required).
This. So much this. When I was trying to recruit a 99% tribal, their tribalwear literally disintegrated before I could recruit them and get them actual clothing.
Make shattered ribs hurt.
I have one colonist walking around without half a ribcage with no problem and not even a little pain.
A tribal mortar.
Maybe a catapult, but I was thinking a large, large, slingshot, shooting chunks and rotten corpses.
( I reposted because I thought it was newest first, I thought, "that is odd" so I deleted and reposted it then realised its oldest first xD)
I have some ideas,..
Its kind of western, (or it used to be)
so maybe some more western style stuff would be cool..
.. Sombreros and Ponchos
.. Sheriff Clothes
.. Holsters (as an accesory)
.. Saloon type doors
.. Western weapons
.. Jail cell walls and doors
.. Western bandit, Lawmen, Posse factions??
.. Moustaches
.. Western style dresses
OTHER STUFF (a bit more (complex)
.. Musical instruments that pawns can play songs/Tunes with and it will increase nearby pawns mood for some time??
.. Rideable Horses and tack for them??
Thats if its still gonna be kinda western
Thank you for reading
Incense Sticks - gives temporary mood boost to pawns in the room
And please let me set the quality of food for prisoners (like with medical care).
Balance:
make EMP stun on mechanoids last longer and/or adaptation occur later: i'm really struggling in my 1.5 millions whealth, 28 years old colony, randy some challenge, at surviving the 90-100 mechs that spawn from a poison ship in my garden.
Spice of life:
When caravans visit your colony, muffalo should stay near your base (outside) while the traders are inside, they should also be on some sort of lead attached to a post and be able to roam in a small radius around the post, the traders should periodically go outside and tend to the muffalo (action could say "tending muffalo" or something similar), it's a bit unrealistic for a large pack animal (wait... why do muffalo only weigh 140kg/300lbs? compared to a buffalo which weighs 600kg/1300lbs, there must have been some extreme evolutional divergence for muffalo to weigh only 1/4 of it's ancestor) to be wandering around inside of your base while you go about your business.
Penoxycyline in it's current state is just too bad. I don't see any reason to invest anything in production of that drug. Can you make it boost immunity against all possible diseases/infections as long as pawn consuming it? (just like effect from luciferium)
I don't know about you but I always make penoxycycline - Malaria and the Plague are game-enders.
Wheelchairs:
Pawns who can no longer walk, or have a shattered pelvis shouldn't be a vegetable forced to eat in bed until the day they get euthanized, if they have functioning upper body strength, a wheelchair system would allow that colonist to be able to move or still do things
Quote from: Evelyn on March 27, 2018, 09:07:08 PM
I don't know about you but I always make penoxycycline - Malaria and the Plague are game-enders.
So you actually regularly feeding every single pawn of yours with penoxycyline to avoid diseases, which can be cured without it? Questionable.
I see only one reason to make it: lack of hospital beds/vital monitors during early game. And then again: why would you spend resources during early game? To prevent something that may not happen? In my opinion, this drug has very little value compare to others.
Game Balance
Nerf to dirt ugliness. Dirt gathers on the floor of your rooms literally all the time to the tune of several tiles a day. Each tile grants -15 uglyness to your room. For comparison, it takes 15 tiles of good flooring to make up a single tile. Bit too much imo! Makes it almost impossible to get the positive mood buffs for having a good room unless you manually clean your colonists room before you go to bed every time. Even then, you usually get 1-2 tiles of dirt to pop up before your colonist wakes up. Annoying! The dirt production needs to be nerfed to the ground or uglyness malus reduced to like -1 or -3 because there's no counter for it unless your colonists have nothing else to do and finish cleaning your entire base.
After installing a bodypart add a loss of efficency of the new part that lasts for few days. Suggesting this for pure realism: you can't fully use a new leg or liver etc. as soon as you wake up from the operation
when right clicking the comm console instead of having to "call xxx" or "call xxy" or "call xxz" etc, just open a panel in wich we decide who to call and what to do without closing it. I use it very much in mid-late game and don't like to call someone that is not willing to talk, then the pawn I sent goes away after the first interaction and I have to select him and order again to go there and do another interaction and he runs away again and again.
Green positive arrow (different size possibly to indicate magnitude) for skill increases displayed on the Character panel in the Skill section.
Benefit: Just like we see when Needs are rising or falling, we could see when skills are rising (or falling???). Not all increases are intuitive, like playing chess or horseshoes. Not all increases are the same magnitude either, but size of arrow is nice to have.
Quote from: Evelyn on March 27, 2018, 09:07:08 PM
I don't know about you but I always make penoxycycline - Malaria and the Plague are game-enders.
may i ask if you play on the two highest difficulties? i dont do it regularly enough it seems, or at least i have been lucky enough, as i have never actually lost a colony to a disease before. maybe a prisoner, maybe an old pawn here and there.
do you maybe lack enough good doctors? i always have a whole slew (just like i do (herbal) medicine) so that i can tend to everyone in light speed.
My suggestion would be to label the names of places on the World Map.
For example, in my current game, there's a pirate base near me. It's called Owl's Town. It should have a nametag attached to it that shows this without me needing to click on it. It would make the world feel that little bit more alive.
some things that have always disturbed me with health and body parts in general:
why do you die if your stomach gets destroyed? at the very least make the pawn die of starvation. nobody dies in real life if you amputate their stomach. they just cant digest anything anymore. i want to be able to stockpile stomachs in case one of my pawns or prisoners got their stomachs destroyed so that i can save their lives.
why dont the intestines get their own hp? afterall, a gutshot is more than just a surface wound. even a simple punch in the stomach hurts way more than if it only hit your shoulder for example, so a hit in the intestines should indeed deal double damage just like a hit in any other organ already does. and just like stomachs, i want to be able to harvest or buy them so that i have a stockpile of intestines just for situations where someone gets their guts destroyed and needs replacement urgently, as they would otherwise starve to death.
why isnt there a healable broken state of bones? now if you break your tibia or whatever, it is always shattered and therefore always makes that body part useless. why is this permanent? besides, why doesnt a shattered bone hurt? seems weird to me, all while scars do hurt. if you ask me, shattered bones and destroyed stomachs and intestines should each add a pain factor of at least 50%. (no way a wimp should be able to just take that) from real war veterans i have heard and read that you can take gut shots, broken bones and similar stuff. you dont die very fast at all, it takes forever to bleed out aswell. it just hurts like a bitch. some tough ones can even flee on their own with horrendous injuries to their stomachs.
why do pawns waste medicine on bruises? like what the fuck it cant even get infected and it healing that tiny bit faster means nothing in comparison to anything else. bruises are always so superficial, i'd rather have stuff tended faster so that the doc can go do something else like saving another pawn's life. heck, if you ask me they shouldnt tend bruises at all. if you're bruised that's it. no doc in the world can do anything about it with plasters and herbs. you got beaten up. shit happens. life's tough.
this one might be more complex, but would it be possible for pawns to go back to work when you tell them to and only go to bed for treatments and if you tell them to spend their whole sickness in there? you know, sometimes you just cant risk an old pawn going to work when they have a flu and other times you just couldnt care less about the black death, sometimes you just have to fix the place and get rid of the raging wild fires.
actually, now that i think about it, just make pawns not spend their whole time in hospital by default. if we still want them to (for example when their constant vomiting is too annoying to get a hold of or if their sickness is life threatening) we can still force them to stay in bed with two clicks each.
took me a while to post this, dont know why i waited for so long. i hope it wont take you guys long to implement some of them ;)
Yeah, bruse and burns should be treated like "light injury" and light injuries should be treated by hand (maybe with piece of cloth and not glitterworld medicine)
Second - bruises and burns dont get people infected, unless its heavy burn which is different from light burn.
Third - why dont we get any reasonable xp in shooting or melee if we manually draft colonist and force them to attack say downed animals of enemies? we should, this may even be a bug
Fourth - Electric resistance is useless currently. At least make some electric weapons. Charge Rifle is best candidate for this btw
Fifth - currently we have to draft colonists a lot. We REALLY need right click on enemies to attack them with auto-drafting. Now we have to click draft, right click on enemy and click on attack. Its whooping 3 clicks! Every time! Why not have just 1????
Why even we have drafting in the first place? I think it complicates more then it helps compared to simple right click to move right click to attack and button to hold position.
ceiling mounted turrets(the one that not so OP precised to avoid frienly fire)the fallout4 like turrets because a lot of people like to build their base under mountain and a single infestation ruined everything, a food box for animals where kibble can place, a shield maybe(different effect for every size)
make the Nutrient Paste Dispenser meals have variable nutrition and ingredients consumption. Value is the exact need to sate the sender of the job.
So a tender that prepares a meal for a patient that has alf hunger will prepare a meal that has alf nutrition and consumes alf ingredients.
If it prepares a generic meal it will be at default complete nutrition and ingredients consumption.
Also make the NPD right-clickable by the player but it will prepare a single meal nutrition wheighted for the hunger of the commanded colonist, and he will go prepare and eat it by default action.
I would find this feature very user friendly
I would like some kind of micro mod that would make all sowed plants undestroyable with someone or something walking over them or at least nerf the destroyed plant ratio
Have an arrow indicator to highlight which is the current hour, in the Restrict window. Possibly also have the current character highlighted to easily pick it out of the list.
Purpose is to quickly adjust the current hour's work schedule for the current person.
Examples: Waking someone up during sleep hours and forcing them on work schedule, or changing someone to joy for an hour or 2.
Every colony needs a leader. How cool would it be, if there'd be a social hierarchy where one would be the liked (social skills) or hated leader.
Easy to implement
How about adding factions that don't visit you. They could be seeded across the world like normal factions, but because they don't visit you, there is no real faction graphics or mechanics. You can trade with them and get really good deals, but you have to caravan to them. This would give more reasons to leave your local map as well as make the work map more lively.
Make light enache the effect of beauty by +/- 1 to each square, whether the square has a positive or negative beauty.
Because light does this too. I think it is quite cheap idea
Thrumbo rampage
A Thrumbo appears and starts attacking everything he sees (except other Thrumbos)
He leaves after 6-7 Hours
Multi-threading.
Nah just kidding ^^
Barbed Wire or Trenches, that greatly slow down attackers, but offer no cover.
Also maybe buffing the chemfuel generator and/or nerfing the solar plants, cause as it stand one solar plant and a battery is as effective as a permanently powered chemfuel generator and it doesn't require constant manpower.
cheap idea to the forum, make it possible to "thumbs up" posts to see if a suggestion is well received within the community.
A 'Cold Hearted' trait that still can have friends and all that, but cares less about human consumption.
I don't want my fox (minimum handling level: 6) to be bonded with 0lvl skilled pawn since the start. I want a husky instead. Fix this, please!
Should be easy to implement:
- add a bill for downed centipedes to become a sentry: it shoots at anything approaching that is not part of the colony/an ally/neutral etc. Could even be used to auto-hunt animals or just guard an entrance
- when calling the space pirates on the comms console you could taunt them into attacking you right away... or sooth them into not attacking you at all today
- pyromaniacs get a mood boost from watching a campfire
- grass re-growing from random soil spots all over the map, not just from the corner. My walled-off colony always looks completely barren
Military teams:
- coming in to help me against attackers shouldn't wander around the map calmly until they get shot at. Instead just attack the greatest threat right away
- coming in to help me against mechanoids shouldn't carry Molotov cocktails and incendiary launchers but instead the odd EMP grenade or shield belt
Enemy traps: enemies have dead-fall traps the player can't see, unless the player have zappers or a pawn with 150% sight.
Possibly make it so that mechanical and PegLeg things could be seen such as for the mechanical eye instead of the pawn having a black dot for an eye maybe add a grey dot.
- new animal species: genetically modified iguanas. They regrow any limbs within 24h. Could be tamed and used as a very basic food source in difficult climates with little wildlife
Imagine your goodwill with a hostile faction is almost reaching zero and peace talks backfire this.
There should be a factor depending on this goodwill that decreases chances of failure.
Glass eye - a cheap-ish simple prosthetic that provides no bonus to sight, but gets rid of disfigured eyes.
Quote from: jasiek0202 on May 12, 2018, 10:43:32 AM
Glass eye - a cheap-ish simple prosthetic that provides no bonus to sight, but gets rid of disfigured eyes.
I wish that there was a greater variety and availability of prosthetics in general. Right now it's hard to keep colonists functional for long since in almost every major engagement someone will lose one of their fingers to a savage with a club or develop permanent eye injury from a stray pistol bullet.
Add rural farms in the world map: they are preferibly generated few squares around big cities. You can trade with them, they sell and buy hay, vegetables, milk and farm animals in small numbers.
If you raid them they are very small camps, have very few population, very low armored and no defences (maybe dogs that go manhunt as soon as farmers flee), you'll find growing fields of hay you have a chance to harvest depending on the season, plus some cows you can try to tame before forced to leave the map. Of course their faction will hate you same way as you raided a standard city. Your raid may trigger a "friendlies" event against you.
Other than you going to trade to them, a trader encounter/visit to your base may happen, it is a farmer selling hay, farm animals and their products.
You may want to remove farm animals from being sold by regular traders, especially standard cities, because you can find those sold by the rural encampments.
A specific event called "infestation to neighbour's farm" may happen: you are called to came in aid to one of theese friendly farms nearby and you'll find an insect infestation you have to eradicate. If you don't the settlement will be destroyed in 2 quadrums.
Cold biomes may have muffalos instead of cows. Hot biomes could have dromedaries.
(Not cheap enough for this tread?)
- new wild plant: poppy
It spawns randomly, same as ambrosia, but without the notification. Will put any animal and pawn to sleep that comes into touching range of it during the day. At night the poppies are closed and all sleepers will awake
I would like the ship to be better and more realistic and that you could travel to other planets.
I have some suggestions:
The ships should have walls only made of a special material
The cryptosleep should have to be inside the room created be the ship walls.
You should be able to travel to other planets.
I searched and this gets mentioned about once every year or 1.5 years. Seems unpopular ;D
I suggest diagonal scrolling. Also maybe to be able to adjust the interval of a cursor reaching the screen edge to scrolling.
Also, (mentioned by a guy in 2016) making benches relocatable. I'm tired of deconstructing my stonecutter's table so that I can build something else there, and then needing to copy all the orders all over again. It's not fun at all.
Сделайте что бы у каждого игрока был свой персонаж, которым они будут играть лично, только одним своим персом.Добавьте транспорт, караваны с повозками и т.д. Добавьте гидроэлектростанцию, ядерную энергию. Сделайте чтобы можно было делать шахты, а не только буром добывать. Спасибо за внимание.
Make each player have his own character, which they will play personally, only with one of his Persians. Add transport, caravans with wagons, etc. Add a hydroelectric power station, nuclear power. Make that you can make mines, and not just dig a bit. Thank you for attention.
Allow crafting of healer mech serum using luciferium, advanced components, and glitterworld med?
I don't think allowing this recipe will be too overpowered given:
-It give a reason to not burn luciferium immediately upon getting some, but instead to collect them to craft the mech serum but risk colonist using the drug.
-Bionic limbs can be bought anyways and provide bonus stats (I expect the total ingredients to cost much more than a bionic limb).
-Glitterworld meds and luciferium are hard to come by (especially luciferium).
-Requiring advanced components means this recipe will generally be used in late game, so it won't be a tool the player can exploit.
-Give another use for advanced components, other than building the ship.
-Fits the lore since both luciferium and healer mech serum is mechanite based.
I'd like to see this recipe added as acquiring a mech serum seems to be annoyingly difficult as it only spawns by quest. Luciferium on the other hand is rare, but will definitely be encountered since there's so many ways to get them.
In my late games where my colony is thriving, I will have come across many luciferium but no healer mech serum quest (I've gotten 3 techprof core quest in a row when I've long completed all the research...). So I'd like it if there was more ways to acquire these mech serum.
Restore the "Repair" work checkbox to the work tab. It would make everyone who uses the blasted game happier and it would take little time to restore the code that was there before.
Change the name of "Phoebe Chillax" back to "Phoebe Friendly". Do I even need to give a reason for this one?
For that matter, do Tynan and company even look at these anymore?
Quote from: Demonlord091 on May 24, 2018, 12:11:35 AM
Restore the "Repair" work checkbox to the work tab.
+1 I wish that exists too and didn't realize that it existed back in earlier alphas. It would help construction builders and designated repairers since i need my level 10 construction builder to build that turret or finish up the freezer not repair the heavily damaged buildings.
It will also be nice to see Doctors and Wardens not needing to be sent to give food to patients and prisoners. There should a another job for that. (Delivery?) And also separating Cooks and Butchers too wheres Cooks cook food while butchers butcher meat. I mean we already have work tabs separating Smiths, Tailors and Crafters.
Quote from: Kirby23590 on May 24, 2018, 05:17:42 AM
Quote from: Demonlord091 on May 24, 2018, 12:11:35 AM
Restore the "Repair" work checkbox to the work tab.
+1 I wish that exists too and didn't realize that it existed back in earlier alphas. It would help construction builders and designated repairers since i need my level 10 construction builder to build that turret or finish up the freezer not repair the heavily damaged buildings.
It will also be nice to see Doctors and Wardens not needing to be sent to give food to patients and prisoners. There should a another job for that. (Delivery?) And also separating Cooks and Butchers too wheres Cooks cook food while butchers butcher meat. I mean we already have work tabs separating Smiths, Tailors and Crafters.
I like your ideas. They sound like good additions to the game. Now if the devs would only look at this stuff maybe we'd get somewhere.
Enhanced Stockpile Management for Improved Functionality and Ease of Use
Having a settable limit to the number of a given kind of item in an individual stockpile to be below the maximum (if you so desire), as well as tool to control how low a stock pile has to be before it is restocked would be extremely useful and seemingly easy to implement.
This seems fixable by simply adding a +/- option next to the item lists on stockpiles denoting max number for that time, and then having a "Restock at (X amount) " option attached to each item (preferred), or at the least to the priority tab (thus applying to the stockpile as a whole). Or perhaps something more elegant I haven't thought of.
Similar highly useful functionalities are in the Steam workshop mod "Better Workbench Management" created by the user falconne. I feel like these stockpile manager customizations and features of the Better Workbench mod should be part of the base game as none of these changes would affect game balance or content, but do increase customization, allow better base automation/control, and provide fixes that minimize headaches that come up with regular gameplay in vanilla version.
The following are in game examples of why these would be huge QoL improvements:
1) Reason for individual adjustable max values for specific items in stockpiles
I have a drug lab bench where I want to make medicine. I would like to keep small stores of herbal med, neutroamine, and cloth close at hand to the bench without these being the main storage place for these items. Currently, I have to micromanage pawns and the stockpile priority setting to get a certain amount of these items to their 3 separate areas next to the workbench, or else my hospital stockpile of herbal meds on the other end of my base will end up completey empty.
2) Reason for adjustable minimum values before stockpile will trigger haul job to replenish
Currently, even a single square stockpile set to higher priority (like the 10 meal stacks in vanilla) gets hauling jobs assigned to it to be refilled from a larger, lower priority stockpile every time someone pulls a meal out, creating lots of low efficiency jobs and tying up lots of haulers. I definitely want meals in my kitchen/dining room, but if there are only 5 there rather than 9 I'm ok with that, and if someone is going to be making a trip from my freezer to restock this pile, I'd much rather be able to customize it so they wait until they can carry 5+ together to it instead of there ultimately being 5 separate potential trips generated.
These two small changes would seem to allow players to easily either more tightly or loosely control "critical" stacks without changing the inherent way that pawns create or prioritize jobs.
Quote from: giannikampa on May 15, 2018, 06:40:23 AM
Add rural farms in the world map: they are preferibly generated few squares around big cities. You can trade with them, they sell and buy hay, vegetables, milk and farm animals in small numbers.
If you raid them they are very small camps, have very few population, very low armored and no defences (maybe dogs that go manhunt as soon as farmers flee), you'll find growing fields of hay you have a chance to harvest depending on the season, plus some cows you can try to tame before forced to leave the map. Of course their faction will hate you same way as you raided a standard city. Your raid may trigger a "friendlies" event against you.
Other than you going to trade to them, a trader encounter/visit to your base may happen, it is a farmer selling hay, farm animals and their products.
You may want to remove farm animals from being sold by regular traders, especially standard cities, because you can find those sold by the rural encampments.
A specific event called "infestation to neighbour's farm" may happen: you are called to came in aid to one of theese friendly farms nearby and you'll find an insect infestation you have to eradicate. If you don't the settlement will be destroyed in 2 quadrums.
Cold biomes may have muffalos instead of cows. Hot biomes could have dromedaries.
(Not cheap enough for this tread?)
I love this idea actually. Sending some pawns to go for a trip to the local farmers market sounds great. I'd like to see specialized ones too, such as breeders or farmers that only grow rarer resources like devilstrand.
Make filth inherit from ThingWithComps instead of just Thing, so that modders can more easily make filth that glows and stuff ;D
Hi! First of all, sorry for a long text, I decided to provide some examples and arguments. Three simple things, bored me FOR YEARS:
1) Make that colonist finish a job.
Example: after finishing a wall around my crops, colonists builded a roof above my crops. I ask one of colonists to remove that roof before go sleep, but he remove only one section and go to sleep immediately. So I have to bull him into every particular section, until job is finished. Veeeery annoying stuff I would say. The same thing about conduits. Probably about cleaning (it seems it is fixed atm, not sure).
So, my suggestion is: after clicking with right mouse button on that section, show additional option "prioritize to do amount of work" and select any amount of sections, you want to be finished :)
Now, to work around this, I do one of:
- bull colonist for construct every section. Each time. He do that section and go home. I click him again. He returns. Do 45 times.
- set restictions to work all the day and probably create zone for that work and assign colonist to it. Btw, this workaround can be replaced (improved) with #2:
2) Temporary "Work" options.
My suggestion is add to "Work" section tabs with layouts (better per colonist). Selected tab is used one, while other are disabled. Example of tabs list:
- main profession
- hunt
- mine
- harvest
https://prnt.sc/jn6zae
Use cases: say, there are cold snap and we have to harvest everything quickly, to prevent crops die senselessly. So we select tab "harvest" and all colonists change their duties to cut plants. After work is done, we select "main profession" tab back, so colonists continue with their common duties. Other case - build a wall/killbox/etc quickly. Mine a new room asap (say, you capture a new prisoner and have no room for him). Low food? Change to "hunt" tab, get things done and change tab back.
Right now, for such a tasks (too frequent ones I would say) I have to remember which numbers that colonists had before changing, than set everyone's (or almost everyone's) plant cut to 1, do the job (harvest dying crops) and then try to remember original numbers to get things as it were before.
I would say, better to have tabs per colonist (often we don't want to change duties for everyone, but for most of colonists).
https://prnt.sc/jn7gaq
Of course, users themself create and configure tabs, as they want.
And yes, #2 is probably pretty hard to implement (I'm programmer, so can imagine some pain), but for consistency I left it here, in this post.
3) That annoying bug, when you set 4 for craft for Ivan and 3/2/1 for other duties, but there are at last a few seconds, when he just finished everything else and go and start new parka,
taking a lot of resources. After a minute, he realized, that there are a lot of more important work (3/2/1), so he abandon that parka forever. Or colonist can simply die. Or dunno what else.
How I work around this:
- I see unfinised parka, look that author is Ivan and order him to prioritize that parka. Ok. Ivan make parka until die (joke) or until morning. Then I order him draft/undraft (so he reset
his duty), he go to sleep and I have to wait until he wake up, get some food and then I prioritize him to continue that parka. 2 drawbacks: I have to manage this manually, too manually (watch that
colonist until he is ready for the next sprint) and I can simply loose that moment when this colonist finish that parka and, pam-pam-pam, START A NEW ONE! :D
- limit "parkas" bill by "Allow crafting skill". Drawbacks: I have a lot of cases when I have something more important for my 10skill colonist, but nothing to do for my 7skill colonist with 2burns
(quick learn). And I don't want to disable crafing completaly for that 10skill colonist, cos when he have nothing else to do, he can go and cut some stones.
Long story short, my suggestion is - let every colonist work with that parka. Let quality will be calculated as average (with considering of amount of contribution of every colonist). Let author will
be colonist with biggest contribution. Seriously, this is better than annoying partially started (and never finished) chunks of parkas, skulptures etc. This bug (yep, I call this feature a "bug" ;) ) annoy people (at least one man) for years
P.S. Yep, I know about mods, but it is often a pain to find that particular mods and I believe this pain is for many many people, cos this 3 bugs are pretty obvious and frequent. So I believe do this things "by default" (in vanilla) is a good thing to do. Thanks for your time!
The social tab.
Currently, this affects almost exclusively the player colonists. When raiders enter, they have no social relations with each other. These are people who have traveled for at least a couple of days together, wouldn't it make sense to have had some conversations and insults? This could have interesting effects on raids and recruiting. From having a social fight break out between raiders, to having problems recruiting someone because you killed their friend.
The mood tab also seems a bit sparse. Just adding some small aspect of rng on the mood could go far in making raiders seem less like people who come out of the bushes screaming "Me raider, me raid base"
This could also be copied over to traders and similar. Just think of how fun it would be to have a trader pyromaniac do his thing!
If you could please make the MainTabWindow_Inspect.PaneTopY property either virtual, or attribute the getter with [MethodImpl(MethodImplOptions.NoInlining)].
I was attempting to fix some bugs in Zone Inspect Data (https://ludeon.com/forums/index.php?topic=36614) including some minor visual UI stuff, however I could not override the PaneTopY property with harmony as it was being inlined, which can only be fixed on your end. I would prefer making the method virtual, but either would suit the task. Thanks.
so my colonist died while in a caravan on a tile right next to another colony, meaning I cant temporarily settle and bury her. its making my colonist upset and it wont go away. please give this mood debuff and expiration date, even if it is a whole year
Allow colonists and pawn to build & deconstruct packed dirt paths.
Sometimes i want to build dirt paths connecting to my colony and houses for it being to cheap make but takes a long while to build to balance it out.
Quote from: Kirby23590 on June 02, 2018, 01:48:50 PM
Allow colonists and pawn to build & deconstruct packed dirt paths.
Sometimes i want to build dirt paths connecting to my colony and houses for it being to cheap make but takes a long while to build to balance it out.
Among a bazillion other (mostly terrain-related) things, Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) will let you do that.
Quote from: jamaicancastle on June 02, 2018, 01:57:38 PM
Among a bazillion other (mostly terrain-related) things, Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) will let you do that.
While i know that mods like that exist. But i feel like building packed dirt paths needs to be in the vanilla game though.
The ability to save a certain load order and selection of mods as a "profile" or something like that. Having all mods unloaded when a major error occurs can make re-ticking all those mods and tinkering to find the offending mod rather difficult if you use a lot of them.
Please make it so you can rename bills you have queued
Sorting which ones I want active and want suspended is annoying as I have to look at their ingredients. Being able to label or rename them would make it loads easier.
Hello :)
First of all, thanks for this great game. Tons o' joy!
There's but one issue that really bugs me:
Entering an encounter / item stash / refugee / ressources map and immediately catching mortar fire or being assaulted by enemies which happen to be close up, with no possibility to retreat out of range and sneak up. The caravan usually knows in advance that there is something and should not wander up too close to stay safe without a possibility to scout or at least to keep a safe distance without returning to the map.
This is a problem for me since I hate it already in e.g. RPGs when cutscenes let my characters walk up to the villain in a bulk, knowingly losing all advantage, no matter how present and well-known the danger is and how experienced the adventurers are supposed to be.
The small maps aren't that bad (and they provide the possible explanation of having not noticed in time), but it's still sorta annoying to lose the whole caravan to a missing gameplay possibility or having to re-load in a normal game if one doesn't want to lose the whole lot.
Best,
Corbie
Hey first time poster here and absolutely loving Rimworld! Now I have at least a couple cheap little ideas here, though they may have already been suggested (i imagine they've almost definitely been suggested):
1. E-Z slave© -- I've seen the options for what you can do with prisoners has changed over time. Well I have the definitive version right here: you add an option for prisoners which is slave labor. Essentially prisoners will become slaves when slave labor is checked under 'prisoner' tab & you can assign a duty to them & a zone for slave labor in the assign tab. Colonists may have negative or even positive feelings depending on their traits (for instance a psychopath would be happy about slave labor cuz it's less work for them, but most people might not feel so good about it). Perhaps assigning slaves to do hard labor will increase the chance of 'slave revolt' (essentially prison break but for assigned slaves), and giving them access to weaponry will also increase the likelihood of slave revolt.
2. Simple Water Travel -- I'd love to see boats and all sorts of aquatic things added to Rimworld, but that's not a cheap idea. My cheap idea is to simply allow caravan travel over water & maybe you have to assemble an actual boat furniture thing in order to do it (could be like drop-pods except muuuuuch slower travel & only works over water).
Thanks for all the hard work Tynan & everyone over at Ludeon
The game seriously needs to warn you and pause the game when a pawn goes on a mental break/berserk. Too many times have I had the game on fast speed and a pawn snaps and decides to slaughter my animals and I only couldn't prevent it because the game didn't pause for me to react in time. Wtf is that shit. I won't lie, I cheat and resurrect my animals when that happens because it's so stupid.
Graves for multiple people, like lovers or unwanted raiders.
Forbidding the use of things, but not hauling. If I harvest ambrosia or get insect jelly, I want it moved but I want to control who eats it. Having to micromanage it is annoying. A colony-wide consumption rule might be better than a selection field tool.
A stealth belt. Makes melee colonist with melee have the ability to turn stealth on. To close the distance. If they hit a target that isn't engaged in combat they gain double damage points. This could give melee characters some diversity in how they fight besides just being a shield belt or suicide runner.
- 1x1 tables
- Charge blaster/SMG, closer range and higher rate of fire than the Charge Rifle
- Sandbags require cloth instead of steel, heavier sandbags require leather
Tilling soil
Scavenging materials.
These 12 sets of pants whose previous owners are now buried some distance away, along with the 2million other sets of apparel.
All in various stages of disrepair, along with a bunch of shitty weapons.
It would be nice to have the option.
"Tag for disassembly."
A tagged object, would be taken to a suitable work station. A sewing table for clothes and a machining table for guns.
Probably would be that you need to be able to craft it to be able to scavenge it. Or not.
Then it is destroyed and let's say... 10% of the material needed to make it is given as resources.
Realistically it would be more, but it would easily turn silly to have a metal farm where you kill loads of raiders if the refund would be higher.
If you lack the ability to scavenge it, one of those pop ups would tell you so.
"You lack a machining table to scavenge that." Or similar.
Also i second kraftwerkd.
Steel sandbags are very odd when one thinks about it.
How about additional "diplomatic" missions like:
Send medical support:
Send one of you best medics to another tribe/colony and help out with
a baby delivery,
a mysterious sickness,
medical seminar (additional social and intellectual check)...
Higher skilllevel leads to a better endresult. (+relation or maybe even a small present as a symbol of gratitude)
There should also be a chance to fail, and then failure can end up hurting relations. Especially when you try to help a tribe and someone dies, this could lead to a loss of relations because of their superstitious nature.
In general I'd like to see more missions generated that have a stronger narrative.
If a tribe wants 21 t-shirts and trade a high tech reactor, it couldn't hurt to know why. ;)
On the world generation map, can you make the factions button at the bottom also close the faction window, not just the close button in the faction window?
These improvements are cheap to implement:
Hide electricity wire if it is placed on the "door" cell. Now it looks ugly, if wires just lay on the floor.
It would be nice to have a character that have a some chance to get up after faint without any help. It could be a character feature in the character choose menu. Now you haven't any chance to continue the game if all of characters are unconscious and you just watch your game over.
I could really need an increased zone limit. I don't want to change certain animal zones all the time during the different events like raids, bug attack, poisionous rain etc...
Playing 1.0 unstable atm.
Because gras is such a rare resource, once you start breeding different animal herds, I have to seperate them across the map.
Some examples:
1. I keep chickens inside, mostly because they are super fragile and it makes egg collecting manageable.
2. Clean animals like dogs and cats get an extra zone inside my walls, they are allowed to wander inside most of the rooms, but just not near drugs and most of the food.
3. Pigs and chinchillas wander inside my walls to be safe.
4. Muffallos, Alpakas and boars are allowed outside, but still near the base.
5. Rooster has a seperate area, so he doesn't fertilize the eggs all the time.
6. I have an area dedicated for slaughtering.
7. I also tend to have an area for wounded animals when I want them to be treated in a clean environment.
8. Homezone
9. Roofed zone during poisonous rain.
10. One or two secure areas during raids, often used for pacifists or medics. Sometimes I build bunker like structures for this.
11. One or two temperature controlled zones for animals can be quite hand during heatwaves/coldsnaps.
12. A dynamic zone I used to have to direct my combat animals during mech attacks or raids.
13. Outcast: Animal (or colonist) that is not allowed inside the colony.
14. Hermit: In case I want to seperate certain colonists permanently from another.
Blind pawns (i.e missing both eyes) should get "Darkness" mood debuff permanently.
Because they can't see things, they can only see darkness.
Gold should not have a -4 beauty effect, when stored on the ground.
I suggest to make it an exception and give it a positive effect.
Maybe Silver and Jade neutral.
I've never heard any sound; "Bing!", "wooosh!" (whatever!) or a notification when a new Level is reached.
I think this would be really great. I always find this to be very pleasing in RPG's. I know you can see your colonists level, but i'm horribly bad at remembering what level they are at, so when they level up this joy is somewhat lost to me as a player.
Cleaning skill
Cleaning traits - Basically they love/hate cleaning
Raids with animals - You thought you're the only one with an army of squirrels? Think again. And a raid with boomalopes could be fun if done properly (so they attempt to suicide bomb, rather than just walk around the raiders and make it easy for you to kill em all)
Fake recruits - I find it dumb that you can just recruit someone and they magically hold no grudge against you, after you made them eat their comrades and removed half of their organs. Add some incidents such as attempting to free other prisoners, assaulting one of your other colonists, sabotaging important buildings, escaping from the map, etc up to few hours/days since recruitment.
Hauling/Cleaning robots - Little bots that you can buy from traders
Crossbow - Bigger range, more damage, slower reload than the Greatbow
Sunglasses - Just to make your coolest colonist look even cooler
Computer - We have tube televisions, so what about a simple personal desktop, just so colonists can play Rimworld inside Rimworld
Paintings/Murals/Wall sculpting - Art on walls/floors
Ice - Igloos from ice on snowy biomes, ice sculpting, ice-cream?
Catapult/Trebuchet/Balista - Considering the newly added steel armour, more medieval stuff would be nice.
Hello Tynan! Here's some cheapies for ya.
1: Steel walls are currently flammable. I assume this is a bug.
2: Have sandbags be crafted from leather/cloth types instead of steel, for sake of immersion. Makes them a bit cheaper, but so what?
3: Disassembly of deadman's (or other) clothes into bits of their material (Tailor station task). Helps with early game sandbags!
4: Some way to remove mountain bits / thick roofs. (Unless this is already possible and I'm just an idiot)
5: This one may be less cheap. Random breakdowns have always felt more punishing than challenging. Perhaps if all machine types had a quality level, where higher quality machines rarely had a breakdown, this would make it more fun, as I could make a goal out of getting high quality machines.
5.1: The "Zzzzzt" event bugs a lot of people. Perhaps quality level of batteries could reduce the likelihood? My friend would like to see a breaker box added, but that may not be as cheap.
Thank you for your consideration and all your hard work! This game is a gem.
A number in the animals panel that would show the total number of animals you have at the moment.
Tynan (and modders), thank you for 800+ hours of amazingness.
You know what I've never seen? Re-balance some/all growing plants so that their in ground nutrition is scaled to their harvested nutrition.
Right now in the base game the best way to feed all herbivores with the least work is planting vast fields of rice. I have to actively keep them out of my hay so I can make kibble or store it. That's easy enough, but it would be really cool if I could just let my alpaca and muffalo graze the hay too.
Ex.
1) Rice is the baseline. In ground nutrition peaks at .2 while harvested nutrition can yield anywhere between .2 and .3 total (4-6 rice). This is fine for anything with body size .5 or below, like chickens. One chicken eats one rice patch, and it's a bit lossy on nutrition. Anything larger is CONSTANTLY half full or less.
2) Corn in ground nutrition is the same as Rice, but it harvests for .7-.8 (14-16) and takes "7" days to grow. Bump in ground nutrition up to .5, and it almost makes sense to let animals graze on it.
3) Hay in ground nutrition is the same as Rice/grass, but harvests for 1.15-1.25 (23-25). A patch of Hay takes "11" days to grow and should fill up animals that are sizable even if you don't have time to harvest it.
This change would give the crops utility while still in the ground, if all my growers are incapacitated and I have animals to feed.
I know it's already done with mods, but pretty, plantable grass would be nice in game as well.
P.S. I just realized I could use a Nutrient Dispenser as a winter deer feeder, or to fill the above requirements somewhat.
Tainted clothing is timed + higher debuff when its still tainted.
This way it's 1) not useless to save it. 2) still something that is somewhat costly for the player, saving every tainted cloth will take up a lot of space.. 3) makes a little bit of sense, removing clothing from a corpse directly putting it on might be quite discomforting but over time (2 seasons?) you forget who it even was, what he/she looked like and maybe you don't care.. tainted clothing should be normal quality or lower (maybe it is, haven't really checked).
I really like to use the scenario editor tool, its a fun way to play around with the game, but I think it would make it much better if there was a specific targeting for the stat multiplier, like the forced trait, where you can force sanguine on starting pawns, & volatile on non-starting pawns
some examples of this:
non-starting pawns: 75% movement speed, 125% melee damage.
starting pawns: 25% immunity gain.
Now you have a zombie-like scenario!
Losing something like your liver wouldn't just kill you instantly. Instead creates toxic buildup over time since your liver cleans toxins out of your blood.
Losing your stomach causes malnutrition until you starve to death instead of instant death as well.
Lungs > Can't breath. I know this would be a harder to implement.
Kidney's would be something similar to liver but I don't know exact differences of organs.
etc.
Inspiration from Death Rattle mod.
Onchalk.
I don't know how it happened, but i had 2 colonists in one game where both lost their stomachs and one of them lost his mouth on top of it.
They had a really hard time eating (wonder why) had like 90% penalty or something.
I dunno if that was a bug or if it is just a very low chance to survive that wound, but as i know it, one can survive lost stomach.
I'd like to see a better way to navigate through the resource menu. The active link area currently is too small imo.
Most of the time when I hover over the small arrows (red in screenshot) I am unintentionally moving the whole screen, because I get too close to the border.
Why not use the whole item category row (green in screenshot) to expand the menu instead of just the arrow? It already seems to know when you are hovering with your mouse, but it does not react when you click on it.
[attachment deleted due to age]
what about bad guys that are made to explode that get close then KaBOOM as a last ditch effort ? :D
I think you should change that colonist dislike other colonists that have scars, i think that peoples are rather neutral about scars. However colonists still should dislike other with major body deformations, like amputated arm or leg. That would me great and i think cheap
just thought friendly fire needs a button so can be switched on and off when drafted its a 100 % thing thats needed to stop you people killing others when they dont need to risk it :'(
Horseshoes Pin Direction Indicator. Maybe also with a marker for where the pawns will stand when playing.
From what I can tell, they always stand above (North?) of the pin and throw down (South) and I'd really like to set up 2 pins that they can throw at back and forth. I know they actually won't but I can pretend. Like how I pretend they're playing chess even though only one person sits there at a time :D
-Animal skin rugs.
requires art 4, crafting 3 to make.
don't even need all of them, just bear, polar bear, megasloth, thrumbo. the others would be smaller anyway.
-make body parts require refrigeration and only last 1 week. it would be logical.
-cheese from milk at cooking stations, eating cheese could be a luxury food, worse than chocolate, sold more often by traders.
One day far in the future, adventure mode like in dwarf fortress.
Improved town infrastructure, with crops being farmed and stuff being crafted.
Just visiting your allies fort would be fun. Maybe being able to make your base on the same map?
Would be a huge gamechanger.
Speaking of refrigeration - how about some foods get a stat called "freezer damage" applied to them if they're frozen instead of just refrigerated? Would give people a reason to have a fridge instead of just a freezer. Should be simple to put in - the game already detects when food is frozen or in a fridge, and applies slowed decay or removes decay; This would just add a flag, similar to the Tainted/Dead-Man's-Clothes flag. :)
Hi. Probably quick to do, but making lot fixing: please make available deconstructing floor UNDER walls. My use case: I like to deconstruct forgotten buildings, especially builded from steel. But atm you have to deconstract walls first and then you have to order to deconstruct floor under it. https://prnt.sc/k151mx
UPD. Also it would be convenient to have ability to deconstruct power conduits only. ATM it is pain to change old conduits layot. I found addon for it, but imo it is must have in vanilla :) http://prntscr.com/k152k8
new animals:
alligators unique to tropical swamps
penguins and narwhals on sea ice
add icons of the full grown plant to the planting menu, each item on machining table, tailor bench, etc.
Seals on arctic ice too - I want to hunt their blubber to feed my eskimo tribe! :S
I want coonskin caps: cold-weather headgear that isn't as effective as tuques, but can be made from leather.
Hello, I would first like to thank you for all of your work on the game. I have taken to playing the unstable version of 1.00, and so far, I have been having a lot of fun with it.
One small change that I can think about is a change to the way characters path their movements. I built a sort of redoubt around a small hill, digging some prison cells into it and surrounding it with a double layer of sandbags. It has worked well in combat thus far, but I have noticed that my character prefer to go over the sandbags to enter the defensive works, instead of using the tunnels I built for that purpose. I am not sure if their choice is actually faster then going around, but the other method is safer for them and lets them retreat into the hill quickly if an enemy starts throwing explosives. Other changes I imagine would not be too difficult to introduce would be more security measures, maybe firing points from inside buildings, and some obstacles like those you described in the first post.
Quote from: MikeLemmer on June 30, 2018, 03:27:50 PM
I want coonskin caps: cold-weather headgear that isn't as effective as tuques, but can be made from leather.
If anything, the Davey Crockett-style cap should be more effective in cold weather, but require a lot of leather (balance / hand-wave that it's selecting the choicest bits of warm fur from the animal skins). Heavier, though, so you can't have a trade caravan loaded up with them. :)
A fairly simple addition that would save me a lot of trouble would be the option to command a few characters to put out fires no matter if they are inside the home area or beyond it. I really like having my forests intact but making all of them home territory is rather silly. Nonetheless, I have to expand and retract my home territory during every forest fire to preserve these forests. It's the wood really, you can't get the wood you know, simply can't get it.
There are other types of clothing, but only pants for below the waist. Why not shorts, cost effective pants for heat waves. Pants cost 50 pieces of clothing to craft, maybe shorts could cost something like 30.
the ability to dress prisoners would be nice, so i can replace their 'ratty' apparel.
It's sort of possible to dress prisoners. Strip them, and leave decent clothing in their cell. I used to steal good clothes from prisoners and dress them in my rags and castoffs using the same trick.
Quote from: DariusWolfe on July 01, 2018, 03:03:44 PM
It's sort of possible to dress prisoners. Strip them, and leave decent clothing in their cell. I used to steal good clothes from prisoners and dress them in my rags and castoffs using the same trick.
Usually they only cloth to cover their nudity though, unless thats changed?
What else is it you're wanting out of clothing them?
kinda cold and i dont have the wood for fires, i cant get them to wear better items :P
Gotcha. Honestly, I don't know if they'll gear up for warmth, but as I believe colonists do, prisoners also should. It's worth testing, and putting up as a bug/suggestion if it doesn't work out like I expect.
"Set on fire" option when drafted, just like enemy raiders can do without molotovs or incendiary launcher...
and maybe even with...
- tiny mood increase when done so by pyromaniac
- mood penalty for starting a fire for everyone else
For prisoners to wear set clothing just make a stock pile and make it high priority for one square for pants and one square for shirt and one for a hat. I always make it cloth so they don't get much armour bonuses but good insulation boost 🙂
What if you made a way for a doctor to dress a porn if there in bed maybe ? Would be nice for that to be possible
Quote from: kingy10005 on July 02, 2018, 09:30:48 AM
What if you made a way for a doctor to dress a porn if there in bed maybe ? Would be nice for that to be possible
Please tell me you meant "pawn"
:D
Here's mine for the day: New work category, "Clean the area you're in," up near the front of the line, maybe right after "flick switch" or "basic task" I think it's called now. Makes the pawn look in their very immediate area - say the 5 tiles directly around them - and clean any messes found.
This would in many cases cause the pawns to wander around their immediate area and clean up most if not all messes, because it keeps triggering as they move. And I think this is a good thing. It would cause your cook to clean the kitchen before cooking AND after, and the doctor (if you fine tune your priorities) to clean the hospital before and after doing a heart transplant. In general (because most pawns would do it) the messes would keep more under control so it won't take a super ton of time each time, and you can always manually force the doc back into the (clean) surgery room to start the surgery if they wander out to clean the hallway.
Also, you could make them clean messes in doorways but not ever go through them during this task. "Clean your room" it could be called in that case, and look at the entire room the pawn is in :D
Now that in 1.0 caravans get planned with specific routes, have the warning message about food compare the days of food, to the days of travel on that route, rather than a hard-coded (I think) five days.
EDIT:
My prisoner-freeing caravan revealed your sneaky recolor!
(See attached.)
Put blue-berry trees/bushes/plants into the game! :D
2nd edit:
Cool, blue berries grow in tropical rainforests! (Such a cheap request, it's already in the game! :)
[attachment deleted due to age]
A pretty simple idea that would be quite helpful would be the ability to define cleaning areas for different characters. I have noticed that if a kitchen is dirty, the chance for food poisoning is much greater, but characters even if working on manual priorities might not get to every speck of dirt in time before this effect sets in. If a character could define a cleaning area, I could then prioritize cleaning to one character for the kitchen, thereby avoiding a situation where the character might try to emulate some sort of army boot camp hazing ritual, such as shoe polishing all the scattered stones on the campgrounds or something equally silly.
Yes, that does happen.
If any raiders escape a raid against you, the next raid from that faction should be about 20% "stronger" as if the pirate faction got an eye witness report on the firepower / wealth of your base.
'Wildgrowth' option for grow zones to reseed areas damaged by fire and whatnot.
Growzones that can auto fill a dirt type. So if you make a small single tile zone on gravel, it fills, same with rich soil.
The base grow speed of a plant in the soil of the zone should show up when selecting the crop. ie Potato 90%, Corn 110% (average if the zone has multiple types)
Also, shouldnt rice be grown in shallow water?
The fert pump should go both ways, from shallow water>mud>gravel>dirt>rich and then the other direction.
Hops really should get replaced by a grain for making beer.
If the fert pump cant make rich soil, then it should be a work job costing lots of food, effort, and maybe a chemical.
Stone-tile flooring should not be locked behind stone-cutting research. My tribal colony can make walls out of blocks reclaimed from ruins; They should be able to lay them on the floor too. :)
This feels like a cheap idea, and it's sparked by the recent changes to predator hunting.
My main concern with predators has always been the extremely short notice you get to react. What I've always thought was weird is how my pawns will just wander right past a bear or cougar, so long as it's not currently hunting them. What if predators gave colonists the same reaction whether or not they were hunting, i.e. the flee reaction, so that pawns always stay a fair distance away from predators? I'd also like to see the same from tamed animals. This, combined with the normal "animal is hunting so-and-so" alert feels like it'd be sufficient, most of the time to at least allow me to try to get my pawns to safety, or to try to slow the animal down with injuries so I can get the colonist away.
Failing that, the suggestion I saw in the main 1.0 thread, about predators below a certain hunger threshold have a chance of going manhunter, with the normal notifications and mechanics seems like a good compromise as well.
About stone blocks
It's good to preserve that stone blocks has no longer HP,
but I think it's not good that player cannot dispose them (because they're not combustible nor tradable).
Some players may not be able to stand that there are unnecessary things in my colony.
About pawn's direction when sleeping
Now pawn's direction when sleeping is fixed by it's ID,
but I'd love couples to face each other when sleeping.
I'm sad to see that they turn away when sleeping though they're couple :(
Quote from: 5thHorseman on July 03, 2018, 06:45:37 AM
Quote from: kingy10005 on July 02, 2018, 09:30:48 AM
What if you made a way for a doctor to dress a porn if there in bed maybe ? Would be nice for that to be possible
Please tell me you meant "pawn"
:D
Here's mine for the day: New work category, "Clean the area you're in," up near the front of the line, maybe right after "flick switch" or "basic task" I think it's called now. Makes the pawn look in their very immediate area - say the 5 tiles directly around them - and clean any messes found.
This would in many cases cause the pawns to wander around their immediate area and clean up most if not all messes, because it keeps triggering as they move. And I think this is a good thing. It would cause your cook to clean the kitchen before cooking AND after, and the doctor (if you fine tune your priorities) to clean the hospital before and after doing a heart transplant. In general (because most pawns would do it) the messes would keep more under control so it won't take a super ton of time each time, and you can always manually force the doc back into the (clean) surgery room to start the surgery if they wander out to clean the hallway.
Also, you could make them clean messes in doorways but not ever go through them during this task. "Clean your room" it could be called in that case, and look at the entire room the pawn is in :D
I'd love any improvement to the cleaning logic that gives us better control over it. It feels like one of the least 'up to date' type of systems. Another way of doing it would be to tie some sort of priority to the room or area or workbench there. Like how you can set a radius on a work bench to pull items from, or pick a stockpile, but instead have whatever defines that room as 'kitchen' or 'hospital' also have a 'clean priority' option or setting that somehow lets you choose it being important enough to be kept clean, even if general cleaning priorities are lower. Nothing I hate more than having to decide if I want to use a home zone over chunks of base area that doesn't really need it and see pawns running around cleaning the dirt off the dirt then getting dirt back on it as they walk through the dirt....
Cleaning system needs some updating and just a tad bit more control options. Playing a game shouldn't feel like the same frustration I have with my teenage kids getting them to clean a room properly. :D
Two things:
I'd enjoy seeing a larger variation in Body size for critters, and closer to real life.
Right now Muffalo and Polar Bears are just double human size, for example. But a real polar bear weighs between 350-1000lbs (so split the average at ~700lb/350kg), 5x the size of a human.
Muffalo could be somewhere about the same, for a useful carrying capacity.
We already have separate numbers for BaseHunger and BaseHealthScale, so those can be left alone or tweaked if more balance is needed on a per animal basis. Health scale seems to presume 30hp at 1x, so bears are 75 at 2.5x for their legs. This already feels reasonable to me, since raiders have a hard time taking mine down.
-----
Realistic weights in general might be a good thing to look at for more items. Steel, Gold and Uranium should all have different weights per unit.
Steel is iron, at 55 grams per mole (a convenient 5 cm on a side ). Gold at 196. Uranium at 238.
If builder is drunk\high while creating pice of art, description gets more psychodelic.
Quote from: banterface on July 07, 2018, 01:38:30 AM
If builder is drunk\high while creating pice of art, description gets more psychodelic.
Is psychOdelic like the psychopath versions of psychedelic? :D :D :D :D
"Like woaaaah man, that human bone is like, totally crazy and moving around maaan. The lungs are breeaaaatthhiinnnggggg" /eats another agrilux..
:D
Can we get an option to not refuel primitive coolers? I like that we have the ability to instead of rebuilding it every time, but now the problem is if we leave it up they drain wood like nobodies business and there is no way to "turn it off" without just decontructing it. Basically makes it only slightly better than it was before the fueling up option. You also don't get resources back when you deconstruct it. Either an option to prevent refuel (so we can use as needed) or just a forbid option to stop it would be fine.
Thaaaannkss Tynaaannnnnn and co!
animal clothing
- to make the animals happier, which should do something like make them nuzzle more, work harder, or give milk/wool more often
- to act as flags in large battles denoting which side they fight for.
- to make me happy that my dogs have devilstrand handkerchiefs
- collars to help train animals
Add an icon to settlements which have active caravan quests ("Requesting: X, Reward: Y"), so that you don't need to remember where they are, or click on all of them one after another.
EDIT:
One more that should be cheap - move the location of the room-details info box a little to the side. Right now it covers up the other build-orders / icons by the mouse. (See attached.)
[attachment deleted due to age]
OK cheap you say.
Presets for work priorities would be a nice thing and for the areas and maybe assigning colonists to certain groups and the group to a key and selecting them by 1 click.
Hope its cheap enough
Straw hats that can be made out of hay. Would add a few degrees to the max comfortable temperature.
Manhunter with rabies.
A single Animal(human?) spawns in the map as a manhunter, having a buff which increases attack/movement speed and makes it causes a special poison on hit, which acts like a heavier infection.
Modify the description of the
Quality Stat
And add these.
QuoteAn item's quality is how well-made it is.
There are nine different types of qualities.
Awful, Shoddy, Poor, Normal, Good, Superior, Excellent, Masterwork and Legendary.
There, this is a real cheapest idea i have made without effecting gameplay! ;D
i have an idea for 2 new attributes
homesick: he/she doesn't like caravaning because he/she easily homesick
Gets a -10 mood debuff from not being settled and it increases by -1 each day not settled.The debuff maxes out at -25. The debuff stops 2 days after being settled.
Adventurous:Likes exploring and seeing new things
Gets a +20 mood buff after 1 day of not being settled.The mood buff stops 2 days after settled
Some of the numbers might need to be changed, but i hope to see this added to the game.
I have another caravan idea, Camps. It would be nice to be able to set up a temporary camp, maybe it would automatically reform after a month. They would spawn on a map halfway between the encounter map size and the regular one.
My timberwolf got his let bitten off.I want to install a peg-leg or some sort animal bionics.So i would like for their to be bionics or peg leg etc. for animals. It might not be the "cheapest" idea but in my opinion it is needed. thank you,Doctor_james01
This may have alredy been mentioned in 360 pages of suggestions, but just in case:
Trojan Horse pirate raids.
Traders that have a name *not included in the planet's existing factions* arrive peacefully on the map, with the appropriate notification. They then move to the base as traders normally would.
Within a certain timeframe, the traders reveal themselves to be a pirate band, and go immediately hostile...after having bypassed all the player's defenses.
It's similar to a Drop Pod Through The Roof approach, but the name should be the giveaway...if you recognize that the faction name is false (or is subtly goofy enough) in time, you can engage them before they reach your base, and have the advantage of Initiative/Shooting First.
If not...
Another subtle clue as to their real identity could be given through having a single pirate snort yayo at some point.
Prior tending over feeding.
I've just had a nice fight with a scythers and 2 of my pawn lost a leg, and when my third pawn rescued them (carried to the bed), he tended first and .. was going to feed her(pawn) .. I mean, why the hell is this more important than treating the shot off leg?!
Sleeping bag material should determine it's weight.
This would follow the same logic some modern camping gear is: Save every ounce by using excessively good and expensive material :)
When a colonist starts feeling trapped indoors (which leads to cabin fever) it would be nice if he prioritized going for a walk over staying indoors and playing billiards.
Quote from: Bolgfred on July 09, 2018, 03:13:24 AM
Manhunter with rabies.
A single Animal(human?) spawns in the map as a manhunter, having a buff which increases attack/movement speed and makes it causes a special poison on hit, which acts like a heavier infection.
+1.
NB theres a poisonous animals mod out there somewhere
Add a "Blind Start" button to the story teller selection screen.
Blind Start chooses a random world gen seed, a random landing site and random starting pawns without giving you an opportunity to review and reselect them.
After all, you just crawled out of your cryptosleep casket and have mere seconds to escape the exploding ship. You don't exactly have time to plan.
On consuming Psychoid Tea (Pekoe):
3% chance of "Bad Trip" event. Pawn becomes incap'd for 8 hours, with thought bubble containing "∞!!!!!"
That would be nice to have an altar table and altar spot. The animals can be sacrificed on the altar spot and other offerings like wine and some harvest things or breads can be brought on the altar table. This would allowed to bring some religion aspect in the game without any specifications for those players who would like to build church for example. After worshiping their god(s) colonists would get joy for some period of time. Is it difficult to add it into the game?
New trait.
Religious.
Gets a bigger mood buff from praying.
People without religious gets a -1 on relationship because they get tired of their antics. Or some other penalty.
Change all items to be named "Thing - Composition" instead of "Composition Thing"
So "Plainleather Bedroll" will instead be "Bedroll - Plainleather"
Then when making a caravan or any other activity where you have to find something specific in the items screen, you can sort by name and it's actually useful.
Alternatively...
Add a search/filter box for all item inventory screens, so while making a caravan or trading you can more easily find what you are looking for.
Carnivore animals should protect their kills.
Bears, Wolves, etc add a lot of atmosphere by hunting and leaving prey carcasses, however, they don't eat everything fully. They'll often wander away after only a single meal, and don't seem to care if your pawns move close to them. Carnivores should remain close close to their kills, and attack pawns who get close; similar to the Manhunter mechanic, but only within a certain radius of the killed animal.
Animals should have cubs, pups which follow the adults. The same system that allows tamed animals to follow pawns should have young animals follow adult animals. Adult bears should be more likely in the Spring-time to have 1-2 bear cubs, and those adult bears should be aggressive to anyone moving close to those cubs. Wolves and other pack animals should have 1-3 adult wolves following a single Alpha wolf. Possibly, the Wildness of each animal increases as it gets older, so capturing young pups and taming them becomes a useful skill.
Carnivore Animals should make sounds.
1.0 adds a lot of tools so the user knows what carnivores are around, and when a carnivore is hunting a pawn, and that's awesome. A sound file of a Wolf Howling, or Lion roaring, or a fox...doing whatever a fox does, could give similar indications to the user.
Animal Locations should be micro-terrain dependent.
IRL, animals will congregate around water holes, or change they behavior at different times of day. Animals should have desired areas, and change based on time of day. At some point, the animal switches from a sleeping area with no restrictions, to moving within a radius of water, with preference being given to moving water.
Item 'Fetch' Quests should also be used as a Visitor mechanic.
Quests are currently given by factions, and the player receives items, good will, etc by completing the terms of the mission. This should also be used by visitors to the player's faction, and near identical except for there being no required travel.
"8 travellers from the Blue Danube faction have arrived and request 16 Meals, and 8 beds for the night. They offer you X, Y, Z."
"2 ranchers have arrived and request to purchase 3 Muffalo. They offer 3 Smokeweed and 50 silver."
"5 tribal warriors appear and demand 9 firearms. They offer XYZ in trade. They may attack if not appeased."
"9 Soldiers from the Blue Danube faction appear on the outskirts of your settlement, they are heavily armed make no moves to attack. They are sending a envoy to make a demand. They appear to know your prisoner, and wish to offer a ransom." (Similar to trading caravan, except a different composition, area they stay in, and different actions for the 'leader'.)
"A local faction requests your assistance defending their settlement from a raid. They are a farming settlement 0.8 days travel away, and are unable to meet the tribute demands of a ronin warlord. They are a settlement of 15 pawns and have wood, stone and steel resources, but have no experience building defenses or crafting weapons. They request seven of your magnificent warriors to assist them build defenses, craft weapons, and fight. The warlord will return on Day XYZ." (The Player/Raid/Ally mechanic already exists, but instead of defending the player settlement, the player defends another allied settlement. There should be a known day for the attack, but with the player able to show up before hand to prepare. 7 Samurai/Magnificent 7 style.)
Those ideas are magnificent RAAAARGH.
However, i wouldn't call them cheap ideas.
I still want them though.
Quote from: Klomster on July 11, 2018, 03:51:47 AM
Those ideas are magnificent RAAAARGH.
However, i wouldn't call them cheap ideas.
I still want them though.
Fully concur. I like all of those ideas, and think at least half of them would be 'expensive'.
I'd like something to wake the colonists up in the morning, like an alarm clock.
I often get annoyed that people don't wake up after their sleeping period ends.
If I designate a period of "sleep" followed by "anything" or "joy", they will keep sleeping until their rest bar is full.
This can cause a problem where they sleep all the way to their work hours and don't get to spend the morning eating breakfast and relaxing.
I myself usually don't change the standard sleep, anything schedule unless there's a nightowl.
Don't use the work, joy bars myself.
I'd say just start off the day with joy, then it's not anything anymore.
Kinda odd that "Food" or "Eat" are not possible to put in on the schedule, it's one of the things that usually are on schedules.
Another thing that is possible is just choosing everyone past morning and toggle draft.
But i get that the thing you want is something that does it for you.
To follow up on RAAARGH a bit, there are already two examples of creatures preferring areas in game:
1) Thrumbos literally always get as close to my base as they can without going through doors. Maybe they calculate the center of my home area, because as my base changes so does the location they prefer.
2) Bugs go back to their hives after they wreck enough stuff.
so, to keep the ideas cheapish:
1) Predators hunt something, and then dynamically set that as their preferred area until it rots/gets eaten. I don't know if it's feasible, but treat the corpse like a worktable with a limited radius and it periodically emits an "eat me" job. Secondarily, scour the interaction log and if the corpse gets moved it pops a "defend me" job to the predator. So now they "guard" corpses a bit.
2) Small critters zone around berry bushes and prefer eating them. This means that they compete with us for the food, but also help us locate them. I find the current berry color hard to see (but I have everything tinted way toward orange, so maybe that's just me)
3) Large critters go after rich soil and what grows in it, because of course they'd go for the lush grass there. Again, that means you end up competing with them but also using them to locate it.
Disarming option for your own deadfall trap, please!
How did I not think of this sooner?!
TESLA COILS!!! Like in Red Alert. lol ;)
Pawns automatically turn off the lights in their bedrooms when they leave to conserve power, then turn them bback on again when they go in.
I just wrote an extension of CompPowerBattery for purposes of extending battery functionality, however I discovered a limitation in ThingDef.ConnectToPower. That Property checks that any Comp of that ThingDef is a CompPowerBattery; I propose allowing a sub-class of CompPowerBattery as well.
For my purposes, I've replaced that property getter with a harmony patch.
static bool ConnectToPower_getter
{
if(this.EverTransmitsPower) {
return false;
}
for(int i = 0; i < this.comps.Count; i++) {
if(typeof(CompPowerBattery).IsAssignableFrom(this.comps[i].compClass)) {
return true;
}
if(typeof(CompPowerTrader).IsAssignableFrom(this.comps[i].compClass)) {
return true;
}
}
return false;
}
Separate the cleaning area from the home area. Use home area as a default if the cleaning area is not defined. It's so useful to look at a pawn who is cleaning near the growing area that is 15 tiles from a nearest wall...
Single-slot shelves.
The current 2-slot ones are useful, but very often i find i want to use its two slots for different items, but the game often ends up with duplicate items instead (such as 2 shotguns instead of 1 shotgun and 1 sniper rifle, 2 stacks of herbal medicine instead of 1 herbal and 1 normal).
With 1 slot shelves, this (small) problem is completely negated.
If this hasn't been suggested before, I'll be shocked indeed.
Display the pawn skills that contribute to each workstation Bill, AND which Prioritization task (from the "Work" tab) the Bill draws from.
Quote from: lancar on July 13, 2018, 02:40:58 PM
Single-slot shelves.
Presumably you mean 'designate shelves' slots individually', rather than single-tile shelf constructions? Either way works for me..
Once you've placed a drill over a deep deposit, hovering your mouse over that deposit should show what it is even after the drill is removed. Or, each deposit you've "scanned" should just have a little icon showing what it's for when you've selected a drill or scanner, if you previously knew what it was.
Hello Tynan and fellow RimWorlders.
A quick preface, I've been a gamer since 1997, RimWorld is the best yet. Kudos man!
I'd really like to see more animal information when trading, particularly the training an animal has received, so for example right now I have a good amount of elephants breeding and want to trade the untrained ones but find it difficult remembering which ones are trained and which are not.
This would be super helpful when trading extra unneeded animals.
Best regards
Vlakvark :)
If pawn enters shoulder deep water there should be only his head visible (eventually with gun) but not rest of the body.
Weapons should be visible on top colonist bar (especially when colonist is drafted).
Aloha!
I'd really like to see a SitRep tab that shows highlights that need attention, such as so and so is sad because they are not the master of the animal they share a bond with, or this one is jealous of that one's room, all the things in the colony that need basic tweaking to maximize happiness / efficiency that are a bit difficult to spot by going through each colonists needs one by one. I'll form a list as I go along. I've encountered a few that I believe worth mentioning.
Not sure if this falls into the 'Cheap Idea' category but it can't hurt putting it out there.
Thanks for reading.
Vlakvark
I'd like to be able to tag things as important in ... well pretty much everywhere. And then have a tab at the bottom for "things you tagged as important."
Like for instance when 3 of by 7 colonists need a new arm, 2 others need a leg, and I found (but didn't currently want) jade in that cave that I don't want to dig yet, and a bandit camp that expires in 21 days but I need to wait for that caravan that got the mastework assault rifle to get back before I go. I'd love to be able to tag them all and then review them (or even have timed/event alerts for them).
Okay this is quickly becoming less of a cheap idea and more of an alarm clock mod idea.
While deployed during expeditions (fending off man-hunters and such) I'd like an accessible "master inventory" that displays everything the party is carrying collectively. It is painful having to go through each pack animal to find a double bedroll so Bob can sleep with Daisy. Haha ;)
Beds assigned to certain colonists should remain assigned to those colonists, even when they're out on expeditions. I would be incredibly upset if I risked my neck on an expedition and returned to find someone else sleeping in my bed, in my room, instant berserk rage would ensue.
Advanced helmets could have chinstraps and a military star insignia on the front so they don't look so similar to a tuque. Simple helmets should be classic army green.
Installing bionic legs on joggers and fast walkers should allow them to walk slightly faster than ordinary pawns with bionic legs. Respectively, slowpokes with bionics should remain slightly slower than standard pawns with bionics.
It's a little disappointing that the effect does not stack, at least a little. Lets say IRL 10 people had bionic legs, their speed would certainly vary from person to person. The description states, joggers have a sense of urgency, compared to a sense of complacency. It's a mindset, not only a physical factor.
Apparel for colonists should be renamed to Gear everywhere, and guns should be added to it. So when your asthmatic hunter drops his gun on the ground for the 11th time, he actually goes and reequips it all by himself.
Or more importantly, your asthmatic brawler drops his weapon and doesn't even tell you he didn't reequip it until the scythers are dropping on your base and you're recruiting fighters.
5th Horseman (awesome name, Metallica comes to mind)
Dude that is a great idea with the weapon assignment, this is my rifle, there are many like it but this one is mine! I definitely +1
Sorry for the spam, I have been searching for similar threads so I don't repeat stuff. Anyhoo, I have another suggestion, when building furniture it would be great to be able to see the amount of material available in the material list when choosing the type of material to build with. Example: building an armchair, you click arm chair and all available textiles pop up but not the amount of textile, like I know I got a good deal of muffalo leather, but if it displayed the exact amount next to the word "muffalo leather" I'd know how many armchairs I can assign to be built, rather than having to check manually on the list in the left. Likewise if I decide to build a bed, it should display the amount of wood, silver, stone etc.
On the topic of the left inventory list, textiles should have a little word of the animal type the leather belongs to, rather than have to hover the mouse over it to see it. Would just make for a more steam lined game experience. I know... I am lazy.
I was pondering the idea of having a secondary slider of difficulty. The slider will control risks vs reward. Giving us a better chance of getting better pawns and items but with the large chance of worse raids and more failure. the other way around making it easier for us with a low chance of better pawns and items. this could be locked in for a year so we can't take it back.
Thoughts?
That's pretty much what Randy Random does. (Or seems to do.) You get a wilder swing in dicerolls.
Craftable tent as a temporary structure - gives you quick roof. Could be tent-walls or whole structure.
If you just want a roof you can get a singular wall, and make a roof zone on it.
It can provide 5 roof tiles in all directions IIRC.
There, massive "tent" on the cheap :)
Metal Bridge: takes expensive steel, a bit ugly, but can support heavy structures.
Concrete bridge: less metal to build, way more ugly, can support heavy structures.
Sidearms!
Lovin' needs to cause joy too, just sayin' :P
Please split these colonist defects into two levels of severity:
- (Firebug) Pyromaniac
- Gourmand (Glutton)
- Abrasive (Caustic)
This would allow players who normally never accept Pyromaniacs to make exceptions for good Firebugs. And players who don't notice Rimworld social aspects would get hit hard by a Caustic colonist.
For the same reason, please rework these background attributes into traits
- Non-violent
-> Squeamish: this colonist has an X% chance to have a Hide In Room break on seeing a human or animal die
-> Pacifist: this colonist refuses to fight under any circumstances
- Incapable-of-dumb-labor
-> Dignified: moves and works 50% slower while hauling or cleaning.
-> Aristocratic: this colonist refuses to do any hauling or cleaning
'Chase'- an option for drafted colonists to run to and melee attack the nearest enemy
Quote from: Snafu_RW on July 13, 2018, 08:03:23 PM
Quote from: lancar on July 13, 2018, 02:40:58 PM
Single-slot shelves.
Presumably you mean 'designate shelves' slots individually', rather than single-tile shelf constructions? Either way works for me..
I did mean single-slot shelves, but as you say the designate slots individually works as well.
Single-slot shelves have more flexibility for room layouts, though, but no biggie.
"Slept outside," "Slept without a bed," "Ate without a table" and possibly other similar debuffs that trigger when a specific action is taken at a specific place, clicking the debuff should center the camera on the place.
That way I can figure out at least WHERE (if not why) this dude keep sleeping outside instead of going to his room, and maybe move his bedroom there.
Also, a heat graph of where the colonist spends most time, or at least a line all over the map of the colonist's location history, would help place bedrooms or troubleshoot long recurring pathing problems.
Less annoing trade with space ships
Colony needs just one trade beacon, trade inventory screen will be same as trade with caravans
(you can trade everything thats in colony stockpile not just stuff thats in range of beacon)
and after trade is confirmed, colonists will haul traded goods to trade beacon,
from where the goods will be send/recieved
Not sure if its cheap, but this way it would kinda work like packing caravan.
and would reduce need to spam beacons everywhere.
Make sense in my head not sure what you guys will think about this.
+1 on trade beacons.
Alternatively, a massive beacon that works map wide and sells stuff in all your inventories (and thus not random stuff on the ground, see, i planned!)
It could be as big as a, dunno, solar panel and take some energy to run, so for easy trade one gets a colonist to turn on the massive beacon, one to the talking table (forgot name) and can sell from all inventories. Since they are all in range.
However it would need a graphic and stats, so it's certainly not a cheap change.
Have a limit to how far away caravan themed events are, such as raider camps of injured people to rescue. I currently have a rescue cripple mission that is less than a day old, has seven days left, but is nine days away!
Sorry about my English.
A solution for players to choose according to the gaming experience they want.
ego often makes us choose too hard, remove the words easy,hard,extreme and co
(https://i.gyazo.com/2e35f8b09d2a327344209cfb10c87550.png)
to save a little time.
(https://i.gyazo.com/7f90ac7d694804905ae4cc4615a859d7.png)
Thank you for reading me.
This sounds like much but I actually don't think it would be...
Make the AI Core an installable building that connects to your bases power system, and from there you can control certain things remotely. You can force aim turrets, open/close autodoors, and any 'designate toggle power' things can just be flipped without involving a pawn.
"Installed in a proper support structure, however, it can become a mind of frightening power." sounds like it can be used in a base
And maybe make traps set to Auto Rearm by default
one-way-vent!
Works like a cooler, but only transfers heat if a defined threshold is reached.
The point of this would be to set priorities to specific rooms, e.g. the bedroom is connected to the dining room. only if bedroom hits 15°C or higher, heat will be transfered through the vent. So, in case of very cold weather the heating system will automaticly focus on the priority rooms
Another example would be a green house: 1 sunlamp + walls around + -30°C outside. When there is a fire inside temperatures will get up really fast, even if its freezing outside.
With a one-way-vent set to +30°C heat will only be pushed out if it gets too hot, e.g. its burning inside, while the heat up to 21°C generated by the heater wont be affected.
I would love the ability to rename crafting bills, or maybe even color-code them!
In the information screen of any craftable item, it should say on what crafting table(s) the item can be made. For us newbs who don't know by heart every single bench and what it makes.
Cabin Fever should have a chance to cause a mental break, which makes a Pawn running outside no matter what, running around outside for a short duration.
Would be much more noticable than a simple mood debuff
Copy Entire Bench Bill, so I don't have to go back and forth 4 times for my 4 cooking bills
Quote from: Sirsir on July 18, 2018, 05:40:30 PM
Copy Entire Bench Bill, so I don't have to go back and forth 4 times for my 4 cooking bills
+1 for this; it's annoying on any type of "bench", like my 5 stone-cutting bills (one for each stone type)
Medical Emergency note for animals with the new plague thing. I lost an animal to the plague, even though the other 4 that had it were fine, and didn't know until I got 'bonded animal died'
Also make Slaughterer have a delay so you have a chance to respond. Its so stupid when they have a mental break and kill a bonded animal right next to them with zero chance to react. Its pretty much the only damaging mental break you can't interact with.
Can UI changes be considered as somewhat fast to accomplish? Like changing growzones and bills from drop down lists to scrollbar list with checkboxes, that doesn't scale down font size? If not, i ll delete this post. Dubbed it in suggestions thread.
Can we get a growing zone feature to be placed on the sand tiles, so we can grow cactuses for the greater good! Also would be nice if cactus could possibly deal some damage to person who stands on cactus tile.
You can grow cactuses on normal soil / zones already. :)
Quote from: AileTheAlien on July 19, 2018, 08:24:19 PM
You can grow cactuses on normal soil / zones already. :)
Not in a desert you can't.
Well, you can, but those tiles are far too precious for cacti.
Put refueling and rearming traps into Basic, they are usually more important than your average haul job
Quote from: AileTheAlien on July 19, 2018, 08:24:19 PM
You can grow cactuses on normal soil / zones already. :)
He meant on SAND, not soil
New dialogue option for visiting traders. Next to trade, the player can send them away, if there is any need for this, like a raid/hazard/predator.
As ordered the caravan will leave the map immediately in the advised direction.
Could look llike this:
-Trade with .. from ..
-Ask to leave N
-Ask to leave S
-Ask to leave W
-Ask to leave E
Make large sprites (muff, bears, centipedes) appear on a lower layer than the things around them, so you can see your stockpiles clearer
A setting that makes the game speed up to 4x when all colonists are sleeping or downed.
So the player has to spend less time twiddling and staring at floating Zs.
As soon as a pawn wakes up or something important happens (red or yellow letter) the game snaps back to the speed the player had it set at.
Being able to create and select colonist groups would be a huge QoL improvement. This way you can select your militia quickly and don't have to filter out those nasty pacifists every time a raider comes by.
This https://steamcommunity.com/sharedfiles/filedetails/?id=704181221 already implements it, but sadly it needs a fresh game and adds other stuff to the vanilla game that's not really related. And it currently does not work with 1.0 ;)
Don't know if it has been suggested: Commando raid. spend all available raid points on one person.
Can you make solar panels rotatable, please?
Quote from: DDawgSierra on July 21, 2018, 09:12:59 PM
Can you make solar panels rotatable, please?
+ uninstallable/re-installable
Buried conduit -- more work to make, more hitpoints. Kinda sucks setting up defense turrets that are rendered useless in a minute due to a lucky "miss" that hits my conduit.
The "no batteries" message shouldn't show up until you've researched batteries. :)
EDIT:
Hmm...maybe the message should change to "research batteries" instead...
Add "Also known as Xeregium," and "Also known as Megatherium," or similar to healroot and megasloth.
Since i liked those names for them. And was confused as to where Xeregium went when it changed, leaving me to believe it was removed from the game a while before i found it again.
While healroot is a much better name for beginners, i think the real name should be in for the old timers.
Could we make party spots a zone, or invisible? Same thing with the marriage and caravan packing spots, honestly. It kinda bothers me to have random squares/rectangles in the middle of my base.
Oh, and a 'phase out plant' option in growing zones would be fantastic. With the current system, switching plants will almost certainly cause you to lose some growing time/harvest efficiency. I suggest that there be a setting that allows for existing plants to be harvested, and only then switch out the plant.
Ex. There's a 30% grown rice plant, but the growing zone has been switched to corn.
Current Response) Cut down the rice plant to sow corn.
Phase Out Plant Response) Wait until the rice has grown, then harvest it and replace it with corn.
Why not simply turn off sowing on the rice? It'll still be harvested, then you can retask the zone for corn & turn sowing back on..
Quote from: DDawgSierra on July 23, 2018, 10:43:01 AM
Could we make party spots a zone, or invisible? Same thing with the marriage and caravan packing spots, honestly. It kinda bothers me to have random squares/rectangles in the middle of my base.
Maybe instead of a square, make them a zone that's drawn similar to allowed ares
Hardened steel Wall: 4steel+1plasteel to make, but unlike normal steel walls these are non flammable. would fit so good in a Steampunk style colony
Quote from: Snafu_RW on July 23, 2018, 12:04:07 PM
Why not simply turn off sowing on the rice? It'll still be harvested, then you can retask the zone for corn & turn sowing back on..
You lose time, because the rice plants will all be at different growth percentages. So the first one to finish gets harvested, and then that tile (and every subsequent one) lies fallow until the
last one gets harvested. (+ time for you to notice and manually change settings.)
Wooden Shield
tribal version of Wooden shield
Works in a similar way as the shield belt as giving a hitpoint-shield, but having only5-10 shield value, which is considered to make a wielder catch a single blow, but not a second.
Furthermore it reduces workspeed by -30% to make it a battle-only item
"Natural body" mood buff (+8) for Body purist colonists.
If they have no artificial body parts, they will get this thought.
In current build, body purists only have big disadvantages. So this addition would make them somewhat tolerable.
Multiple Allowed Areas -
Allow the user to select multiple allowed areas at the same time, in practice the user for example could create an area for a common area for all pawns, then a second area that includes specific rooms for a pawn to enter. The user would then select both these areas in the restrict tab, and the resultant area would be all the allowed area included in the selected areas. So common room + restricted room = allowed
Change the icon for pawns that can't self-tend at all. Make it the circle-with-bar thing (https://en.wikipedia.org/wiki/No_symbol) / international "no symbol" (http://www.fileformat.info/info/unicode/char/1f6c7/index.htm)?
Right now it's the same red X as pawns that just don't have self-tend enabled (compared to allowed at all). Or maybe it's a slightly different color of red? Either way, you don't really know until you click it, because you can't look side-by-side in the game.
Make disease letters all in one, so larger colonies don't get their screen filled with green. Something like "Disease: Plague x9"
Give animal medical emergencies a note.
Buff parties, right now its almost detrimental. A 4 mood buff for awhile in exchange for half a days work?
Likewise, put caravan arrived notes in letters. I'd hate my caravan to starve because their 3-second note failed to catch my attention because I was doing the 30 other things I am always doing.
I just realized that there's a huge gap between chair ingredient necessities. Maybe add a padded chair in-between the normal chair and armchair so I don't need a bunch a cloth?
Love the game, keep up the great work!
When adding bills to a tailoring bench (and others) the info button shows you information about the bill.
But what I really want to compare is the stats on the item - I cant remember the difference between a tuque and a cowboy hat plus others.
suggestion: place product info somewhere accessible to the bill info tab. in the bill info tab, the product is already selectable, but clicking it doesn't do anything, perhaps clicking links to product info tab?
When adding a medical bill to a person, the possible bills covers up the person's ailments. It'd be nice if it didn't do that, for those of use who always wonder if it was that pawn's right or left arm that got sliced off last battle and now needs a bionic replacement.
YES, that last one. +1
I mean come on, i want to see his wounds so i know what to operate.
Architect:Plans
A few (4 to 8) color options for the squares would be extremely helpful in differentiating plans for building, excavating, not excavating this one square. I put my white squares down and then forget what I meant by the time I get back to them. Color coded plans would be more informative at a glance.
This shouldn't even take four hours to implement, but what do I know?
Make autodoors cost one component. Two components are far too expensive for the rather minor benefit that an autodoor brings.
If an autodoor is destroyed the components are lost and a lot of doors will break down frequently. So there's plenty of reason to not use too many of them.
1. The Ranger Child backstory shouldn't disable plant-cutting. Firefighting and growing might make sense, since you wouldn't need to grow plants in a forest, and you wouldn't try to fight a forest-fire. But plant-cutting makes no sense at all.
2. Transhumanist and body purist pawns should also count implants, not just bionic body parts. :)
Hi Tynan, congrats on the upcoming 1.0 release! I'm relatively new to Rimworld but hope you continue expanding the game after the 1.0 release. Maybe Patreon or expansion packs? If you find a way of making it financially viable to continue development I'd love to chip in.
Just throwing out some ideas. Feel free to disregard, clearly you have a ton on your plate. ;P
* Maybe let hydroponics grow haygrass? In extreme temperature biomes wood and haygrass are tough to come by. I understand disallowing trees in hydroponics (though that would be nice too) but permitting haygrass would be helpful for kibble.
* Rather than simply negating cabin fever maybe it would be interesting for the new Tunneler trait to do the inverse? That is to say, impose a mood penalty when outside but give a small stacking bonus for contiguous time indoors. This makes for interesting decisions like "do I sacrifice George's mood bonus to send him off to fight the poison ship or keep him back?".
* Furniture idea: shooting range target and fighting dummy to train shooting and melee?
* Allow animals to be assigned food restrictions. For instance, 'allowed to eat potatoes and kibble, but not meals'.
* Disallow infestations to spawn near pawns? Once I had a hive pop up right beside a sleeping pawn. I'm all for dangers, but that made for a pretty inescapable death.
* Option to wake animals up (maybe a pawn action, similar to toggle for electronics?). Two situations where this came up was an animal that slowly died of hypothermia sleeping outside, and an animal napping as a raid came.
Animals can be awoken if you deconstruct an animal sleeping spot they're in, but if you forget to make those in advance bad things can happen...
* Option to disable automatic undrafting. It's annoying while positioning my pawns only to have them get bored and wander off. ;P
Cheers! -Damian
YES, that last one. 8)
Animals should have fear towards fire.
The same way colonists flee from danger when flee is turned on for them.
It's a bit silly if there's a massive forest fire, but some deer decided "meh, this is a good place to sleep." surrounded by fire.
- Upgrade doors to autodoors (instead of deconstructing the normal door then building the autodoor)
Pro-tip: if you need a wall of text to describe your ideas, they don't belong in this thread!
QuoteOption to wake animals up
Shoot the ground around them. Or shoot them directly. Wakes 'em up every time. ;)
Make pawns gain recreation for the full duration of playing billiards. Currently walking around the pool table doesn't count as "fun", so the pool table only ends up being half as good as the description says. And if a pawn has slow walking, they'll get even less benefit.
Bring back the giant meat-cube graphics from yesterday's build! Not all meat needs to look like steaks! Some (especially from big animals like elephants) should look like huge slabs of animal! :)
Quote from: bobucles on July 28, 2018, 07:03:47 AM
Make pawns gain recreation for the full duration of playing billiards. Currently walking around the pool table doesn't count as "fun", so the pool table only ends up being half as good as the description says. And if a pawn has slow walking, they'll get even less benefit.
This sounds like it might be worthy of a bug report, because that doesn't sound like intended behavior.
Hello! I want to offer some cheap ideas.
1) I propose to introduce a function for creating a planting area of plants only on fertile soils. That is, when planting a player, the player presses the "Plant only on fertile soils" button and the player does not have to allocate each cell to plant the plants on fertile soils.
2) I propose to make the designation for meals pawns, like the designation of medicines, that is, what kind of food (including packaged survival meals, nutrient paste and pemmican) the player has designated for a pawn, this he will eat. This should be done so that pawns are not eaten, for example, the packaged survival meals that were prepared for travel in the caravan.
Update the description (and/or UI / placement-hints?) on the Nutrient Paste Dispenser, to say:
- it doesn't give food poisoning
- it can be used as a wall
Actually, any building with the <blockWind>true</blockWind> tag, should probably have some indication of this to the player. I never learned about this, until I was reading about it on the forum, that NPDs and Comms Consoles blocked wind.
A doormat!
It can be made out of cotton or wool. All people that walk over it will be dramatically reduced in speed for a short time but they will get cleaner feet. (Maybe dirt dirt under the feet will be reduced by 75% or so)
Battle log for turrets. It would be nice to see turret's contribution to mowing down goddamn tribals.
The research name "flak armor" should be something like "flak clothing", and the description of the "machining" research should have "flak vest" instead of "slak armor". Right now, "flak armor" is a bit ambiguous - it means either the jackets, pants, or vests.
Upon finishing this research, it appears vests are under the flak armor research. The description of the machining research just needs to have a couple words deleted... :)
EDIT 2:
Bionic stomachs (or maybe a new "archotech" one? :D ) should be immune to food poisoning. :)
Another quick idea that came to mind: it might be fun for the late game if there were more craftable upgrades similar to component => advanced component. For instance, additional mortar/IED options could be...
* High-Explosive Shell + 10 Steel + 5 Chemfuel => High-Yield Shell (2x damage)
* High-Explosive Shell + 5 Steel + Component => Guided Shell (high accuracy)
* High-Explosive Shell + 20 Stone => Shrapnel Shell (triple AOE but less impact against armor)
* High-Yield Shell + 15 Plasteel + 10 Uranium + Advanced Component => Nuclear shell (high damage and area, but irradiates area for a few weeks)
* Incendiary Shell + 10 Steel + 5 Chemfuel => Napalm Shell (fires created 3x harder to extinguish)
* Firefoam Shell + 10 Wort => Tar Shell (halts movement for seven seconds)
* Firefoam Shell + 10 Psychoid Leaves => Hallucigen Shell (-50 mood to trigger mental breaks)
Just food for thought. Haven't a clue how balanced any of these are, just meant this as a generic suggestion to add more craftable upgrades.
-Beartraps, just a few traps that you can place anywhere, be it outside your base against raiders, or just somewhere on the map for hunting. When an animal steps in the trap it should automatically be marked for hunting, as its an easy meal. Larger animals would get stuck in it whereas smaller animals (excluding squirrels and other small animals that wouldn't be able to activate the trap) have possibility of getting their leg cut off. (I do Know there is a mod that adds beartraps, I just feel like it is something that should be basegame)
-Disarming traps (right now the only way to disarm them is to activate it and pulling out your hand really quick, which isn't always without accidents). Usually you would only need traps when getting raided, so there's no point in them being active when not needed.
One thing what i realy miss: Ammo for all weapons (hand guns,bow and turrets at example).
You can craft the ammo on special work bench und the enemy use it too.
The second thing: All people must use tool or the can`t cut a tree or make mining or something else.
The third thing:The bows shot bullets? WTF?? Please fix this. With the sound is the same problem.
The fourth thing:Please more weapons and furniture.
Sorry for my bad english i am from Austria, this is not my native language.
Quote from: atagar on July 29, 2018, 07:53:25 PM
Another quick idea that came to mind: it might be fun for the late game if there were more craftable upgrades similar to component => advanced component. For instance, additional mortar/IED options could be...
[snippage]
* Incendiary Shell + 10 Steel + 5 Chemfuel => Napalm Shell (fires created 3x harder to extinguish)
Yes, yes, yes. Please, oh please, Santa? <whine>
Might not meet the "inexpensive" test, but I
really want this. <weg>
1. Boomalopes should yield some chemfuel when butchered. Maybe 1-2 milking's worth, so it's a trade-off - fast fuel (plus meat and leather) right now in emergencies, or slower / consistent fuel if you farm them. Boomrats are too small to be milked, but maybe they could also yield a very small amount of chemfuel on butchering? Would incentivize farming this dangerous resource. :)
EDIT:
Hmm...wait this doesn't make sense as-is, because boomalopes and boomrats explode when slaughtered... :S
2. Harvestable animals should show (approximately) how long it takes to get a full yield from them. e.g. X days to get Y camel-hair, or V days to get W chemfuel. Sort of like how plants show this info. :)
Another cheap idea:
Pawns take into account their physical state when deciding what to do. When a pawn is shivering of the cold or worst, he will try to seek a warm place to warm up. When a pawn is overheating, he will look for shadow and cool shelter, etc. The player can override this by giving explicit orders, but the pawn has some self-protecting when deciding what chores to do. It's no fun baby-sitting them all the time in extreme climatic situations, to avoid them to seek suicidal actions (= not seeking self-protection when things go bad).
and yet another cheap idea:
soaking wet has an effect depending of the temperature: when it's freezing, soaking wet gives a negative buff (the colder the more negative), and makes freezing effect worst. When it's hot, soaking wet gives a positive buff (mood), and helps against overheating. Some linear behaviour between the extreme cases might be considered
An option to choose 15% world coverage. I'd like to conquer the world. 5% gives too few settlements and is too small. 30% would take forever to do
Right now, it's too hard to easily see the difference between non-violent pawns and no-weapon pawns, without drafting them, or looking at their gear tab. Pawns without weapons equipped should show an icon of what their fists / arms are, where the weapon icon would go. For example, normal pawns get a hand, pawns with power claws get a claw, bionic arms get a robo-arm. Heck, I'd take a plain square, with the words "Bare Fists" (although this one already has an icon, the "melee" icon), "Power Claw", "Bionic Arm", "Archotech Arm". Non-biolent pawns get "Non-Violent". :)
adding more factions that you can start as, and not just as "new arrivals" or "new tribe",
for example one that starts you without any reaserch
Increase the nutrition value of chocolate. Last I checked a candy bar was hundreds of calories. The way nutrition works is that pawns will grab enough food to feed themselves, and currently that means eating a mountain of chocolate. That's way too much gluttony! It's already very difficult to acquire.
Ice walls for the ability to do more and survive longer on ice sheets. Lose durability when the average of the temperature on either side is above 0, or something. Made in place potentially, or from gathering snow.
Spay/neuter animals operation
Why does sunlight cause so many things to decay? Clearly things decay because they sit in the mud. Make items require a floor to prevent decay.
Quote from: bobucles on August 03, 2018, 08:36:09 PM
Why does sunlight cause so many things to decay? Clearly things decay because they sit in the mud. Make items require a floor to prevent decay.
Nothing decays due to sunlight. They decay due to being outside.
Leave a shirt on your couch for a week. Then leave it outside for a week.
Bridges made out of steel or stone, not just wood. It should be possible to do that in the 51th century I guess.
More joy objects. Right now it feels very limited. You end up with a pool table, poker table and a tv. That's it. It would be nice to add some extra, like arcades, or books (they don't read in 51th century apparently).
More animal interactions, specifically for pets whom you cannot use as haulers nor combat animals.
instead i propose that they be used as "mood boosters" or animals that satisfies a pawns recreation.
for example: when a pawn goes on a walk, he may take his assigned animal with him, say a cat with obedience training, he would have his recreation fill up faster or get a small mood boost for having an animal companion with him.
you can add all sorts of things like pet and master can play fetch, have them play a some sort of game of tag or even have the animal accompany the pawn when its hanging around in the dinner/recreation room.
After any rain, and for a short while after, rivers flow faster, making watermill generators produce more power.
(I can't recall if there's a drought event in hotter climates, but if there is, then rivers flow slower during that)
When building an item out of stuff, list the quantity of each stuff you have in storage next to the stuff.
Eg like this (https://i.imgur.com/i1TRJHO.jpg)
mood bonus from meals scales with chef skill - I feel like a lavish meal made by a chef with 18-20 skill gonna taste better than one made by with 10 skill...
Have pawns on Wakeup ignore their sleep schedule. It's pretty silly that they have a max rest bar and are high AF and they run straight to bed.
When creating a caravan, default to the pawns (and items?) selected for the last caravan. Deluxe version: Select previous setups from caravan-history.
Quote from: roben on August 05, 2018, 10:24:56 AM
When creating a caravan, default to the pawns (and items?) selected for the last caravan. Deluxe version: Select previous setups from caravan-history.
I've always wanted a "put this in the next caravan" button on all screens, including pawns.
If the caravan screen stayed persistent until the caravan was formed that would be good enough.
Make pawns avoid in-progress constructions when pathing. I'm requesting this in the 'cheap' thread, because I can see it's already half-implemented, but implemented in a broken way: pawns who are constructing something will avoid pathing through active constructions (the minority of your colony, usually, but at any rate - the people who should be able to walk over their own project!), but the regular old pawns who are just doing normal hauling will routinely path through active construction zones, causing the construction pawns to stop their project.
EDIT:
Caravans should prioritize food eating the same as in colonies. I've seen many times, that I pack some kibble for my camels, which then promptly gets eaten by my colonists, instead of the fine meals that will go bad in a day. Or the packaged survival meals which are neutral. Or the simple meals they scavenged off of the raider base they just wiped out. Then they wander in dazes, slowing down the caravan,because they're too dumb to not eat kibble. :S
EDIT again:
The letter-message for getting a disease should read "prisoner" instead of "colonist" when a prisoner gets infected. I suppose since it's the same message for both colonists and prisoners (and presumably also guests / rescued people?) the message could be split out between colonists and prisoners? (It's already a separate message for animals, so this seems right.)
I think this might fit in the simple category and also might be of great use during power outages, which is when you might loose all your meat in your freezer: an ice block in a container.
You could use the existing passive water cooler, but the idea is if you keep it in your kitchen freezer, it will freeze solid and then, if your power goes out, it will keep things cool. Putting enough of them in the freezer could be backup cooling devices until the power comes back on. Then, the nice thing is they could be reusable/permanent...when the power comes back on, they freeze again for next time.
When viewing lists of animals, I would love to have a "sort by animal type" option. That would be so useful.
It would also be awesome if the item line was highlighted on mouseover to make it easier to see exactly which animal I'm dealing with when my cursor is on the right hand columns.
Adding duration of effects for drugs in their item descriptions.
---New Sculpture: Monument---
Size: 3x3 tiles
Req. Skil: Art 10 and Inspiration: Inspired Art
Specific: Has no quality level (maybe 100% legendary?)
Effect: Mood bonus in range/ gather spot
BONUS(optional):
New Mental Break: Prayer
Pawn walks towards monument and prays, other colonists in range might join in a similar, but shorter effect, gaining a mood/social bonus for praying together.
Ping Pong table, radio, speakers for tv, tennis court, a pool, more alcohol options, grapes/wine, gym equipment.. super expensive flare shielding, fuse box..
cryocrib, kid comes out a teen..? :D some what negates the issue of a child dying
A way to tell colonists not to go work (like mining) in the dark or cold if it's not a high priority. I'm not sure how expensive that is. :/
Changing where a colonist flees to so they flee to the nearest safe location, such as a turret, hunter or the base.
Maybe group joy games like a big poker game or a pool betting game, since I usually only see one pawn playing at a time. Maybe the bigger the group, the bigger the joy buff.
give rotten it's own catagory, fighting the stock piles to only store rotten, or change the * to only store rotten
Pawns always put new items in an existing stack if there is one. That would be so awesome!
Some way to exclude completely useless items (Desiccated corpses and bones) when unforbidding all.
New Clothing: Poncho
Tribal equivalent for duster
New Clothing: Amauti
Tribal quivalent for parka, origin is something inuit (https://en.wikipedia.org/wiki/Amauti)
With these items, tribals still look tribal in extreme weather conditions. Poncho could also add accuracy with revolvers :-)
Some form(s) of bulk inventory moving, such as:
- wheelbarrow
- dolly
- pallets
- forklift
Don't let friendly animals open doors. If they really want to use a door let them bump the door until a colonist opens it. It gives more value to auto doors and helps control animals in a way that isn't magic zone fences.
Hey Tynan. An idea I thought would be really easy to add but also really helpful is the ability to change the size of the area that your caravan is settling, just like at the beginning when choosing one's first colony. If you read this, thank for considering.
Plexiglass/clear roofs for greenhouses.
stop animals leaving designated zones until caravans are loaded, i set a zone n put them in it for easy grabbing. I click caravan n they run off to eat all my food as they become unzoned (probably already fixed in 1.0 aye :D
Tie harvesting crops to plant cut rather than grow.
Right now I'm having two issues:
My pawns keep harvesting before growing. This means that my haulers are getting overwhelmed and I'd rather have them growing a new plant while they're on site and smear out the next harvest rather than synchronizing be growing only after everything is harvested. I can grow year-round, might be different priorities for others, let them prioritize different. That said they could even force this by forbidding to sow, I however cannot.
My idiot newb keeps botching the devilstrand harvest. I ended up locking him into the corn growhouse because I had no other ways of prioritizing. I remembered to let him out, but I wish I didn't have to.
The cheap solution is to asign these to the existing Jobs and make people prioritize themselves or otherwise I'd always have them grow first since there's micro allowing for the opposite. Prioritize planting could also work for more than one plant similar to cleaning...
Handcuffs/zipties for securing enemies away from home.
Make mech dismantling yields based on difficulty setting. Hard mode has a ton of mechs which means it has more resources than an easy difficulty that has few mechs.
Floodlights, possibly motion sensitive and auto tracking. These could be used to blind attackers, and increase defenders' ability to see/shoot attackers at night.
A chimney vent you can place over a steam geyser inside your base if you don't want to have a geothermal power station on it. The vent allows the steam to escape outside without heating your base up.
Quote from: Thom Blair III on August 12, 2018, 03:33:58 AM
A chimney
So...an unroofed section with wall surrounding it?
A chimney
So...an unroofed section with wall surrounding it?
Well, I was thinking about a single tile tube. Something that would take up the least amount of space in my base and be relatively aesthetically pleasing.
Pod launchers should have build drop pod in the options when selected, similar to how beds have end table and dresser.
Make chest deep water in ponds passable like chest deep moving water (22%)
1) Make internal organ injuries FAR slower to heal and not force bed rest. Organ injuries are fairly uncommon and injuring the same organ twice is extremely rare so such injuries would almost never stack. Most organs only incur a minor debuff on the pawn's traits and the only truly life threatening wound is to the kidneys. Everything else can stay wounded for weeks or even months, letting its debuff stay in effect for the duration.
2) The medical inspiration event is pretty weak. Surgery is very uncommon and a reduced surgical failure chance will never compete against training up super colonists that have 0 failure chance. Instead let it do something unique such as letting pawns repair minor injuries like a lost nose or toe or operate on a scar. This does somewhat compete against the repair serum but it has to be a successful surgery instead of an automatic heal.
Allow the LMG to have the ability to shoot the ground. Similar to the Minigun ability to attack the ground but a poor man's version of it.
A floor that can be built on soft sand, so you don't need to clean constantly:
- Sand-Crete
- supports only light structures (same as soft sand)
- ugly (-2?)
- free for resources, but lots of time to produce?
Cleaning/Cleaner robot. It could have the AI of a chicken and be in the animals are (thus we can make him stay in some select area) and the ability that instead of making things dirty by walking over them this robot chick makes things clean. Totally doable and everyone would love it
Sand-Crete
I'd say just make carpets light requirement, support light only, that should do the job. It's not like you're meant to lay carpet in your machining bay... It does offer the same trade-off between flammable and sort of expensive and a quick fix for your floor as the bridge does.
Quote from: rabitibike112 on August 15, 2018, 01:19:34 PM
Cleaning/Cleaner robot. It could have the AI of a chicken and be in the animals are (thus we can make him stay in some select area) and the ability that instead of making things dirty by walking over them this robot chick makes things clean. Totally doable and everyone would love it
So a reskinned chicken mob with a negative 'dirtiness' factor. The very definition of a cheap idea, I love it.
New trait: Survivalist
+Faster caravan movement
+250% berry harvest (should be self sustaining)
+reduced caravan visibility
-Cabin fever if not traveling
I'm sure somebody must have mentioned it, but nevertheless - Caravan requests for a billion of non-stackable items are antifun. I just got one for 66 Tuques...
88 cowboy hats. Come on!
Quote from: tarator on August 16, 2018, 08:07:57 AM
I'm sure somebody must have mentioned it, but nevertheless - Caravan requests for a billion of non-stackable items are antifun. I just got one for 66 Tuques...
At least they sort cleanly in the item list. Oh sorry I mean, too bad they don't sort cleanly in the item list.
Quote from: OFWG on August 15, 2018, 01:49:26 PM
Quote from: rabitibike112 on August 15, 2018, 01:19:34 PM
Cleaning/Cleaner robot. It could have the AI of a chicken and be in the animals are (thus we can make him stay in some select area) and the ability that instead of making things dirty by walking over them this robot chick makes things clean. Totally doable and everyone would love it
So a reskinned chicken mob with a negative 'dirtiness' factor. The very definition of a cheap idea, I love it.
Dunno if it is a cheap idea.
It'd need a whole new sprite, probably a place it would be crafted (machining table works though) resource values and whatnot.
Although it's not a massive idea, i don't know if it's a cheap idea in lieu of this thread.
If someone requested a caravan request but they are in range of your transport pods.
You can use the transport pods instead if faction requesting is industrial tech and uses the transport pods. You can use the transport pods instead to deliver the goods to them and they will deliver the Reward via pods, this will give transport pods another use.
Making sense, tribals or factions that are low-tech that don't use transport pods, instead their leader will just say thank you with the appropriate message and will give you Goodwill instead of their Reward dropping in.
Also with the cleaning bot what would it eat and how to tend it? I suppose for a real quick fix it could eat chemfuel but I think a lot of people (me included) would prefer it to tap power the way androids from the androids mod do. Also healing a robot with band aids seems silly. I'd say a crafter should be the one to heal it. Hmm I suppose a way to get around that would be for the bot to "die" in one shot than have a bill that makes a new bot that requires only one component and the "corpse" of a bot. And/or a self healing version of the bot built by archiotects. But now this isn't so simple anymore.
My point is I do like your idea of a cleaning bot. And i'd like something like it to be stock but I'd want it to be fully fleshed out not cheap.
The sculpture art statements are funny. If you ever want more material, I've seen this website and it might provide even more fodder for the generator:
https://artybollocks.com
:)
EMP Grenades affect bionic limbs, with legs having a chance to cause the pawn to fall over and arms having a chance to cause a discharge/wild swing if wielding a weapon. There currently is no real drawback to spamming these ontop of your pawns when dealing with things like mechanoids/shield belt raiders, so having something to think about for your more suited-up pawns would be interesting.
Add a "refuel" bill to any fuel burning stations. As it is now, my cooks stop cooking because the stove has no wood even though there are no meals left in storage.
Allow multiple people to prioritize working on something.
having a dresser store up to 10 articles of clothing, at the least.
Wood shouldn't detoriate outside. Unroofed yes, but not outside.
This should be easy to code in:
Maddened animals staying maddened after rescue!
Got this idea after locking in a downed warg with a prisoner. The beast woke up and they got along well, which is ok... but you could make it a possibility that some wild beasts react unwell to their new surrounding?
I've just bought the game and as it is, I'm playing the crap out of it. Imagine if I could give my colony a battle arena now and then for everyone's enjoyment. ;D
Drag-and-drop clothing interface from caravans should be in the game normally. When you exit the screen, it queues up all the orders on your pawns.
- lookin' for more than 1x1 tile large vegetables. What about 2x2 bushes, that i can grab some raspberries from, and it didn't disappear, but "make" new berries every few days?
when a pawn goes to construct something and another pawn is in the way, instead of cancelling the job it should merely be forbidden (or paused or whatever), an invisible script is dropped on that tile that queries every _ cycles "has that job been cancelled, and if not is this tile still blocked?" and if the former it un-forbids the job and then in either case deletes itself.
Allow spawning temporary maps from caravans ("camp here").
These would be similar to the maps spawned for encounters, i.e. Disappear in a couple of days, but allow caravans to stop to take care of issues (medical, mood, food shortage etc).
This would allow caravans to do self help without requiring increasing the max number of colonies.
Polar circles. The hardest place to live is beyond polar circle - half year of night and then half year of day.
When you click on an exposed rock face, "Smooth Surface" should be an option in addition to "Mine."
Is there a reason for 'harvest' & 'plant cut' to be 2 separate actions? Why not combine the two, so if a plant is designated to be cut, it's harvested if possible & cut if not. Keep the work screen as 2 separate jobs ('grow' & 'cut plants'), so blight clearance/mass deforestation can be done as high priority by anyone if necessary
Bill order at a workstation could be drag-&-drop, saving many clicks in the case of a workstation having many bills & needing to add a priority 1-off job
I find it odd that flak items, power armour & plate armour are unsmeltable, especially the latter. Since tainted apparel now cannot be sold, at least allow us to melt the things down!
Quote from: Snafu_RW on August 26, 2018, 07:55:14 AM
Is there a reason for 'harvest' & 'plant cut' to be 2 separate actions?
Be starving.
Need berries.
Click "Harvest"
Drag a huge square, highlighting only those berries that can be harvested.
Click "Cut"
Drag a huge square, cut the entire planet of all resources.
Anteaters
1. A way to mess with enemy bases' electricity. Like maybe an item that shuts off everything that requires electricity for a while, it can be used from afar and is a one-time use. That would be safer than running up to a base with an EMP grenade just to shut something off for a couple of seconds.
2. Actually visit other neutral/allied bases. Just generate a map like with enemy bases, but make them neutral/friendly toward the character visiting. It's a nice way to bond with people from other factions with a little more detail.
Hauling bills for zones.
Probably all that's needed is to be able to suspend hauling of items until they reach a low threshold. That way you can keep your food stockpiles near the stove stocked with raw food but your haulers won't haul rice 5 grains (or whatever a unit is) at a time.
When a colonist loses an eye they are disfigured and everyone hates them. Add a Glass eye as a early game fix for shot out eyes. Ideally the glass eye would be made out of jade because jade is a worthless resource. The glass eye could even have quality levels based on crafter skill that affect beauty like a nice chaire vs an awful chair
Trip Switch - a slightly more expensive switch (maybe 2 components) that cuts off when there is a zzzzzt event
A vareation of the wander joins event. Pawn NAME'S relative has come looking for them. The relative could be a spacer who sold everything to buy supplies ariving by pod to be with your pawn. They could also be there to try and recuit your pawn back to the tribe. Or a dad/son looking for his son/dad.
It's prety easy to write simple one to two line stories of relatives looking for each other.
Trash Can - a small, cheap item that reduces the rate at which a room becomes filthy with respect to things like trash, but not blood / vomit.
An artificial nose; I've had multiple colonists lose their nose and get the disfigured penalty, but there is no artificial nose in the game to replace the lost nose.
Double click a room and name it a new area. That would be useful!
Hi Tynan, could you give the option to turn torches/campfires and Passive Coolers on and off as in fuel/don't fuel them? It doesn't feel too smooth to deconstruct them when they can be refueled for a later use. But you must do it if you don't want to waste resources on the moment. I play tribal naked start on 30 days of warmth, and when a heat wave comes I must deconstruct the Passive Cooler afterwards, and I would rather just keep it around in case of another heat wave later in the future. Just an idea, if you think it is necessary, it would be pretty cool
Masks, but not helmets, counter-act appearance modifiers like pretty, disfigured etc.
Actually the best and simplest mod I know about is the cleaning area mod. Would that be simple to add?
How about social interactions during caravaneering? Not something too overwhelming, but maybe there should be social interactions every now and then when you have multiple colonists on the road, that you can see if you press the details tab which shows the social interactions of the past days. I send all my people (2 at the moment) on a caravan trading quest, so I would have something to watch if they were interacting, maybe
And another minor thing.. I play on the highest difficulty so I prefer to choose the people I take in as colonists. When someone is being chased, I often accept the incident, if I know I can beat it. If I don't like the colonist there are two options.. I either make him stand there so that he will be captured and the raiders leave (not really realistic), or I defend my base then banish the said colonist. Well.. when I do that, he often runs into the first trap that's in his path. Maybe fix that, it's quite silly :d
1. Change "prioritize" to "queue" when holding shift, and "prioritized" to "queued" from "clear prioritized work". Since we queue the tasks and clearing the queue.
2. Change "hunting" in "prioritize (or "queue") hunting [an animal]" to "finish off".
3. Add an option to "finish off" downed ants. Disnof's clip: https://clips.twitch.tv/AggressivePlacidCockroachPastaThat (https://clips.twitch.tv/AggressivePlacidCockroachPastaThat)
4. Add an option to to "destroy" hives, both single and mass selection.
5. Change "assault" to "semi-auto" and/or "automatic/battle" in "assault rifle", since there are no such thing as "assault rifle". Politicians made it up. "Assault is an action - not an object." RTFM <3
And the last change to this post. Make it possible to take a meal in the inventory and so that when you undraft a colonist and "it" decides to eat a meal from his inventory, and you need "it" to, let's say, haul something other, than his meal, it wouldn't just drop his meal on the ground and put it back in the inventory. And why do they put it out anyway if they will go to a table before they get to it? A table. This would be a nice change too.
Inspired taming, because only 3 inspirations affects player: crafting, surgery, recruting. All others are mere bonuses generaly ignored by the player.
Request quests/deals, It could be done, for example on allied bases.
Never change clothes outside of the base or without access to new clothes. Using outfits settings and winter caravans are mutually exclusive. Ambush -> some guy takes off his damaged shirt -> you missed this -> guy 100% dead because of cold. It's very annoying.
Materials settings for outfits Rhinoceros clothes for fighters, plainleather for workers, furs for caravans!
Any colour management for cloth/marine armor
I'm actually amazed a search for "electricity" did not yield this suggestion:
When selecting.... well, anything, one might expect to find the power requirement of the thing one's attempting to build.
Isn't it a bit counter-intuitive to only know the amount of power you're going to need to power a certain building AFTER building it?
Wouldn't you want to be sure you have what it takes before going all-out with those sun lamps?
I could see it indicated maybe in the information tab rather than straight up upon selecting your thing-to-be-built, but currently this only shows upon completing building the thing.
This should be extremely simple to implement, certainly within the "4 hour" limit ;)
Another thing comes to mind that should be fairly easy to correct:
When designating growing zones, most times you want to avoid designating gravel (and sometimes you strictly want rich soil). Currently, when selecting the growing zone, a popup description with info appears at the bottom left hand corner of the screen - which is right where information about the type of tile your mouse is hovering over is shown. What this leads to is the long process of deselecting the zone and hovering over tiles at the edge (where they may grow shrubs or trees obstructing a clear view of the soil) to see if any tiles should be added or subtracted, then selecting the zone again and expanding / shrinking it accordingly. I'll point out the fact that sometimes the zone's color is near-identical to the surroundings, making it difficult to discern whether a tile is within the zone or not (when not selected).
A simple solution would be making the "hover information" white text appear above the popup information box. just as it would appear above the bottom bar when the popup box is gone.
i think there should be a zone that the colonists have to cut imediatly for the wind turbines, i think there should be a stone path that has 145% walk speed and a way to raid other factions settlement, more happiness items: couches TVs(HD TV), radios,computers,acuariums, a way to fish and a way to repair items (guns clothing etc.), a drug that boost learning ability, a portable crafting , cooking station, a way for colonists to have kids, very comfy beds, a fatness meter that builda character dosen't ears up when a character is over eating and becomes smaller when a character dosen't eat and he losses that fat, characters that only like fat/skinny females , a way for characters to swim. I LOVE THIS GAME I WISH THERE WOULD BE MORE GAMES LIKE RIMWORLD
Program a Help out downed colonist if not hostile....idea
so my colony got trampled by a heard of revenge animals and vistors came shortly after....why cant they help any of the downed guys so all of them dont have to die....i think there should be some kind of help check from any group visiting to give some sort of medical attintion to as many downed ppl they find, as long as they are not a hostile faction. anyone agree on this....could it be done? most ppl care about others in real life...most....maybe if they pass within a certain range of a downed individual, they could role a help check to see if they could doctor them up ect...
kinda good idea but when they get resqued you have to give the faction 20 silver
Vehicles that could operate like animals that 'eat' chemfuel and increase a caravans speed and carry capacity. Different species would be different vehicles, and their hunger would immediately incapacitate them once it reached 0.
Maybe if the caravan gets raided the player can risk 'driving off' and take random damage to the vehicle/animal. alternatively they stay and fight, with the vehicle/animals being incapacitated in the middle of the map and acting as cover for your colonists.
Main reason I think this would be really cool is so you could play a little like mad max where you're driving out to raid and steal supplies from other bases as opposed to the build a base and bunker up style.
Pirates should be able to pick up weapons from the ground and use them.
Pirates with crappy weapons like revolver or knife probably want to use more stronger weapons.
If a pirate with rocket launcher was killed, other pirates probably want to use his big gun.
Escaped prisoners are already capable of this, so why not.
okay then, heres a few(disclaimer i have literally no exprience with code and don't know how viable these are i'm sorry):
Break stone order. similar to the smooth surface order, but instead of smoothing stone walls and floors it breaks stone floors into gravel for planting.
Plantable mushrooms/fungus:it is state din backstories and the lore that caveworlds and others have fungal crops. add some kind of fungus crop to the grow zone, they would grow in the dark and maybe die in light depending on how you think it should be done
secret areas similar to ancient dangers but instead of being full of bad things they are full of cave people either dead or alive that are most of the time non hostile. they might join your colony, trade, ignore you, or be full of coffins with art for a good story.
call the developer of better infestations. that's all i have to say....
Bug Spray. like fire foam but insectoids avoid it and its highly flammable.
that's all i've got.
Have an option to list colonist occupations under their names. I like to actually put things in the occupations to remind me who's supposed to be doing what, so I find that I constantly check people's stats to see who is actually my doctor, negotiator, tailor, etc.
Quote from: Anastasia on September 04, 2018, 09:17:49 PMPlantable mushrooms/fungus
This should be a pretty easy one, since there's already two types (three?) of mushrooms that grow in world tiles that have the special 'caves' zones. Just make them plantable by players? :)
Quote from: Doktorwh0 on September 03, 2018, 03:22:28 PM
Vehicles...
Rimworld isn't familiar with the concept of a wheel. ;D
And +1 for at least a nickname under the colonist's name. Sparty has a system for naming colonists, but it's not that great - sometimes she needs to cut the names. :(
Wind.
Wind moving smoke.
Smoke granades.
Smoke from fire.
Sandstorms?
Snowstorms.
Hurricanes?
I think the game could use more advanced electric stove.
This advanced electric stove can cook multiple meals at once, and generally cook more faster compared to regular electric stove.
Player can unlock it by researching. prerequisite research is Multi-analyzer and Nutrient paste.
In late-game, I often feel cooking is too slow and tedious because there are so many colonists.
So I think this is a good addition to solve this problem.
Paintings! They'd be like statues, but made out cloth, and must be attached to walls. Sounds pretty simple.
Animal hostility dependent on map climate.
For example smaller Emu on desert would run from you but bigger somewhere else would attack.
Make more difficulty levels? You reduced them down to 5, only 4 of which have all events.
Watermill generator: make it buildable with either wood, steel, or stone, like simple research benches.
i.e. Change this
<costList>
<WoodLog>280</WoodLog>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
to this
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>280</costStuffCount>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
Some Ideas for a smoother gameplay:
Different Zones for fire fighting, cleaning and repair
For example I don't care if my fields are dirty... but well I care if they are on fire.
At best with prioritys (I don't know about you, but a clean kitchen is much more important to me than a clean hallway)
Loadouts for work priorities
Or at least one self defined default setting you can return to.
It needs more than a bit of micromanagement to react to unusual situations (And Rimworld is quite a game of unusual situations)
And it would be nice to switch easily back to your perfectly balanced work priorities after you repaired the damage of the latest disaster.
last and also least:
Different sprite for used cryptosleep casket
Would be nice for the looks to have "active" caskets. And more convenient to find the occupied ones (when you have some more).
(Some more information about the person laying inside would be also nice)
Quote from: seubtobi on September 10, 2018, 03:31:54 PM
Different Zones for fire fighting, cleaning and repair
For example I don't care if my fields are dirty... but well I care if they are on fire.
At best with prioritys (I don't know about you, but a clean kitchen is much more important to me than a clean hallway)
So much this :)
Crazy Killer Panda. Sometimes arrives a manhunter Panda and because he is soooooo cute only psychopaths can attack him!
Getting covered in firefoam pisses colonists off.
grow berries -> make wine
also, strawberries should be red
I would suggest a temporary mood bonus for getting over an addiction, everyone loves getting over a habit or addiction in real life so it would make sense for it to be in the game.
A spot for the cooked meals on the stove.
I really don't know if the persistent fires and coolers are part of the base game or one of my mods, but if they are vanilla, I would love an allow refill button.
So I don't have to deconstruct reconstruck them in each season, but keep them in their place and just tell my tribals to do not refill coolers/campfires during the winter/summer.
Here's something really simple:
Allow plate armor and helmets to be smelted!
Something somewhat simple:
Bowling and darts, and their better electronic counterparts.
Exactly the same mechanic as horseshoes (from five tiles away, sending some kind of projectile to the rec building), but with different looks, electric ones may give bigger rec boost, as they have the instant graticification efffect of sounds and lights and color whenever you score...
Security checkpoint: a spot for colonist to stand drafted for x amount of hours. Would require a new "job". Could solve "stuck indoors" problem in mountain base.
The reasoning behind that is to leave some doors open so that base wouldn't be considered closed for the enemies. But we don't need random wild animals inside the walls, so this would solve this problem. Also, enemy raids would probably rush there too, right?
Some cool little effect for solar flare. Like slight screen static for a moment.
Fix the XML formatting (specifically in Mods/Core/Defs). Many of them mix tabs and two width space indents and about 60 have no terminating end-of-line. For religious reasons my default tabstop is 8 and so browsing the files are mildly inconvenient.
"Big" things, like geothermal gen. and especially space ship reactor should require multiple colonists to work together simultaneously to build.
Also group hunt on big predator animals.
Horses. Pretty much the same as muffalo, except faster, and doesn't produce wool or milk. (Please don't make colonists drink horse milk)
We could interbreed a muffalo with an alpaca and get an alpaccalo!
More depth in outfit management. Because button-down shirt is better, than a T-shirt. But made of hyperweave is better for melee guys, and thrumbofur shirts are better for ranged.
Upd. Well, with new changes to armor and damage interactions it doesn't matter how much % of sharp resistance your inner layer has, if it will pierce marine armor/flack vest. Why do we need shirts and pants now? For insulation only? ???
Quote from: Robotic_Killer on September 17, 2018, 11:17:48 AM
(Please don't make colonists drink horse milk)
Ohhh! Can we have a Mongolian mod? Mare's milk to fermentation barrels to make Kumis! Yummy. Imagine inebriated pawns riding to battle on horseback. The tribals would flee in terror before the first blow was struck.
I made a separate thread about this but i'll keep it short here,
The home area should be split into two areas, one for fire management and rebuilding and one for cleaning. Simple as that.
How about treating areas to build up skills like melee, shooting, etc. So you can make your colonists capable of doing certain things before having to learn it the hard way, waste resources, give food poisoning, die, stuff like that. At the very least combat training would be a good addition.
Cheap ideas from this topic: https://ludeon.com/forums/index.php?topic=45723.0
1. Make unfinished items have a value of materials put in them.
2. Rework minimum wealth threshold. Make it dependent on difficulty. Make it 28k on peaceful, 14k on rough, 0k on merciless.
3. Add raid strength multiplier that depends on time (that was in b18) for merciless diffuculty.
4. Add wealth cost to researches based on research points needed for merciless difficulty.
5. Make ancient ruins floors claimable like walls.
"Only allowed ingredients" option in "do until you have x" for butchering. (disnof had a problem last stream with insect meat. Couldn't make kibble, because didn't have any vegetables, and couldn't cook any meals, because all the meat was from ants.)
Quote from: Kangoshi on September 19, 2018, 01:44:27 PM
"Only allowed ingredients" option in "do until you have x" for butchering. (disnof had a problem last stream with insect meat. Couldn't make kibble, because didn't have any vegetables, and couldn't cook any meals, because all the meat was from ants.)
While I agree with the proposal, if you have enough insect meat to fully pack your freezer you will likely never make enough kibble with it.
A high work-task of removing stones from stony soil.
It annoys me that we are unable to perform the most basic of agricultural tasks. They're time consuming but they are definitely doable. Should be almost no work to implement.
COLD BEER SHOULD GIVE A BETTER MOOD BOOST THAN HOT BEER
Make Inspirations related to the speciality of the pawn.
I have a pawn with good crafting and Im always triying to boost his happiness to get him inspired and make legendary stuff, but its really discouraging when he gets the "surgery inspiration" with his 3 medicine skills..so you need to wait 8 days until the inspiration expire and next time pray to RNGjesus
If you don't have free bed for a colonist, but there's unoccupied beds in the infirmary, then why sleep on the ground? I mean, really.
Here I come!
— For areas please make somewhere representation of how many cells it occupies. It's especially relevant for growing zones, when I cover entire field of fertile soil with one zone and have trouble counting its size because of its intricate shape.
— For growing zone please add button to forbid colonists harvest ripe crop (I don't know if "Hide" button was intended for this but not implemented). Very often I want my ripe corn to stay to reap it slowly but am urgently in need to sow some healroot or psychoid. The only way to do it now is to delete zone with ripe crop than redraw it later.
— It would be very good if there was numbers to show how many items is placed on stockpile zones in the "Storage" window like it was done for "details..." window for bills in various workbenches. Rarely I'm straggling counting my corn supplies in different places because of 80-cells limitations for double-click selection and other reasons.
— In the description of electric devices there should be specified how much power they require or produce. It really inconvenient when you don't know exact number before you construct of install apparatus.
— In the "Work" tab please separate work with drag labs from other unintellectual "craft". As smithing and tailoring require "Crafting" skill and sculpturing requires "Artistic" skill, drug refining also requires "Intellectual" skill. Whereas stuff like stone cutting, tainted apparel burning and fuel refining requires nothing but global work speed perks and archotech hands replacements.
— There was added construction buttons for workbenches and beds recently. For former you could easily build tool cabinets and for latter it's end table and dresser. It would be really nice to have similar button for pod launchers, which would allow building transport pod.
— In the information window for various materials there is a missing line for structure hit points multiplier. Like 65% for wood, 100% for steel and 170% for granite. Is it on purpose or just forgotten?
— It would be really wonderful if there was color distinction for prostheses based on their functionality. Like archotech is violet, bionics is dark blue as it is, mechanic is green and wooden legs are dirty orange or something. It's somewhat strange to see the same color for disability facilitation and true transhumanist enhancement.
— Don't know if it makes a hit on balance, but it does not make sense that armchairs do not have wood or something other firm for materials. Like butcher table requires wood even if it's made of steel or gold, armchairs should also require wood, not only soft textiles. Also it would be interesting, if various textile materials give "comfort" stat a bonus or a debuff, like it is for beds and stone blocks.
— Also I want to complain because of armchairs. As I understand armchairs is for comfort and dining chairs is for beauty. The only way to achieve 100% comfort is to make masterwork furniture irrelative of is it armchair or dining chair. Excellent armchair is just a little bit not enough, it's 0.99, whereas masterwork dining char is just enough (1.02). In my opinion it should be the other way around.
That's all for now, thanks for beautiful game. And sorry for my bad English, it's not my native language.
B@r5uk has a lot of good points. Also he's a badger. He will badger you until you get this done Tynan.
Moisture pumps must be at least moveable, but it should take a cycle to dry a tile underneath it. Because now we can just build a bridge, a pump on top of it, deconstruct all of it and vuala - the tile is dry. This is a "cheap" solution. More logical would be to dry the soil radially by the tile. Or better yet - allow us to decide what tiles to do and in what order. Like queued tasks, just for the pumps.
Also, add and option "Send help anyway, I'll wait for you, guys.", when requesting military aid from tribal. Poison ship can wait. And now when you need them - you can't get them. Why do you need them as allies then?
Also also, more people for more goodwill points. Because late game it's useless.
Here are some ideas that I had in mind while playing rimworld:
1) Generators should have small built-in batteries, which would be extremely useful for early game as batteries are not researched yet.
2) Walls should give 100% cover unless the person in cover is actually shooting at you.
3) Lakes. Lakes are almost useless, and it would be great if bases next to lakes could have beaches with chest-deep water.
My favourite part in Rimworld is building epic bases and designing the area. So i´d love to have a tool that creates a time lapse video or single bitmaps like in "Prison Architect". It takes one picture per ingame day (maybe adjustable to choose shorter intervalls) and saves it in a choosable folder. So after you finished the game, you can watch how you influenced the area and how your base grew.
Quote from: Oszilgath on September 22, 2018, 01:31:05 PM
My favourite part in Rimworld is building epic bases and designing the area. So i´d love to have a tool that creates a time lapse video or single bitmaps like in "Prison Architect". It takes one picture per ingame day (maybe adjustable to choose shorter intervalls) and saves it in a choosable folder. So after you finished the game, you can watch how you influenced the area and how your base grew.
I love this idea. I play the same way.
One of the easiest things that would increase "quality of life" for RimWorld players would be to have "forbid" be split into "forbid using" and "forbid hauling" -- or at least have some way of enabling hauling of forbidden items.
It's extremely annoying that I can't set aside Pemmican or Packaged meals for Fallout, a long journey or a long siege.
Quote from: vzoxz0 on September 22, 2018, 06:46:20 PM
It's extremely annoying that I can't set aside Pemmican or Packaged meals for Fallout, a long journey or a long siege.
There is a slightly hacky way to do this and it only works for food. Put your pemmican/pakaged meal store room separate from other food and put a bed in there. Make it a prisoner bed. All the food put in that room will be prisoner food and nobody will touch it ever.
Quote from: 5thHorseman on September 22, 2018, 07:29:16 PM...and nobody will touch it ever.
Dogs will do. I don't know if it's a bug or a feature, but my dogs always steal food from prisoners. They either eat it or just haul away back to the fridge if prisoner has not been quick enough to pick it up first.
And as I choose to respond here is a couple of my other suggestions:
— Transhumanists should gain mood boost as well as social appreciation only from bionics or archotech prostheses, which truely improve human abilities, not from peg legs and simple mechanic prostheses. Despite peg leg would not bleed when you got a shot in it, it cannot count as enhancement.
— It does not make sense that plasteel bionics as well as wooden legs and steel mechanics, while been shoot or damages in melee, require medical treatment and heal with time by itself. It would be normal for bionics if it was made from organic materials, but it's not: it is produced from iron and alloys on fabrication bench. In this case such prostheses should be repaired by construction specialists or smith engineers while patient lies in bed or just should not be treated at all and need to be replaced when their functionality is lost.
— When you look through messages in history tab this tab as well as message window should be closed if you choose jump to location. In most such cases history tab is no longer needed and is just a hindrance been opened. But if you choose to close message, most likely it was not the one you looked for, so in this case history tab should stay opened.
— It would be great if colonists could do automatic cleaning of the room they are working in or resting in. It does not make sense that you trying to cook, do research or going to sleep in the middle of pool of filth. The same goes for mining as there is a lot of debris generated in the process. I don't know how exactly it can be realized as there should be threshold for starting actions (except pre bed cleaning) and player should have option to disable such cleaning. May be this is not a cheapest idea at all.
— As I do a lot of micromanagement, I have noticed that dirt in door cells counts to the cleanliness of the room (actually to the both of the rooms it connects). But I cannot easily detect such dirt by toggling beauty display as there is no beauty for the door cells. The only way to detect such dirt is to select pawn and right-click on the door. It would be great if it was changed somehow. It may be by adding beauty stat to the doors or better giving players entire new toggle display for dirtiness.
— It would be nice if there was alarm clock which you could set on specified date and time of
in-game time. I always miss to harvest last (not fully grown) crop from ambrosia bushes before they expires. And I really miss minutes and seconds for in game clock, accuracy of hours for me is not enough.
— There is line with leather type specification in the information window for live animals but there is not for their corpses. Well, all of similar problems could be solved once and for all if there was extensive in-game Rimwopedia like it is in Civilization, where you can find all you could only think of and even more. But this is really huge project. In return when there are balance changes in game they would be automatically displayed in pedia because the pedia as well as the game would read the same constant value memory location.
How about making a windowed or borderless window setting.
I do livestreams and having a game in a borderless window setting would allow streamers like myself to use stream overlays without having to tab out.
Not sure if this is easy or not as im not a game designer, But have you ever thought of having passive wild animals (Hare, Alpaca etc) that are hunted by others wild animals attempt to flee rather then fight back. This isnt too fancy just something i noticed that might be interesting.
There are currently many heddifs in the game, and modders are adding even more of them. If every hediff had a category e.g. "chronic disease", "permanent damage", "drug effect" etc, it would make my life as a modder much easier. This way i could automatically handle more modded hediffs. Of course it is already partially in the game through hediff properties and hediffGivers, but it requires rather complex logic (which needs to be maintained) to decide whether a hediff is a disease, chronic disease, just a drug effect or something entirely different. And it can be implemented for example just by adding a new property which holds hediffs category.
Very cheap things that would make the game way less annoying:
1) The Assign tab needs to be alphabetized.
2) The Restrict tab needs to be alphabetized.
3) Set Owner for beds and anything else with owners needs to be alphabetized.
4) Set Worker on bills being sorted by highest skill is usually fine, but it'd be helpful if I could also sort it by alphabet for those times I instead need the cannibal to butcher humans into kibble and so on.
QuoteNot sure if this is easy or not as im not a game designer, But have you ever thought of having passive wild animals (Hare, Alpaca etc) that are hunted by others wild animals attempt to flee rather then fight back. This isnt too fancy just something i noticed that might be interesting.
You mean a squirrel wouldn't fight for its life, and win, versus a cougar? Madness.
Quote from: Aszh on September 23, 2018, 01:25:23 PM
1) The Assign tab needs to be alphabetized.
2) The Restrict tab needs to be alphabetized.
3) Set Owner for beds and anything else with owners needs to be alphabetized.
The Assign and Restrict tabs order the colonists based on the order of pawns up top on the screen, which I reorder with right-click in every single game. I would NOT want the game screwing with that order, it's how I tell several different things at a glance without resorting to cheesy names for colonists that include strings of flags.
The Set Owner function does not and I don't know what order it uses. However I don't really use that function much.
But anyway you can fix this yourself by ordering the pawns up top alphabetically.
You can reorder pawns? What.
Quote from: vzoxz0 on September 23, 2018, 06:27:55 PM
You can reorder pawns? What.
Yup. In the list up top. Right click and drag.
This is not the first time I've posted this so I suspect it's one of those undocumented features that most people don't know about even though they've played hundreds of hours.
Quote from: 5thHorseman on September 23, 2018, 03:36:17 PM
The Assign and Restrict tabs order the colonists based on the order of pawns up top on the screen
Yeah, I know they do, and it should be alphabetical instead, or at least an option to make it so. The pawns at the top I have in a specific order for a reason and it's not gettin' changed. I have a few groups of important pawns at the front, then after that it's the order they arrived in.
It's not really a problem when you have like, 10 pawns, but when you get up to 50+ it's a real pain to not be able to re-order things how you want.
I'm not sure I understand why you need them to be alphabetical, but they definitely should follow the order given by the "colonist bar". It's not like it's a lot of effort to sort it for the player should they want to.
An option to forbid crafted items once dumped in a storage area (usefull especially for trade items).
Quote from: NeverPire on September 24, 2018, 04:17:51 PM
An option to forbid crafted items once dumped in a storage area (useful especially for trade items).
YES, THIS, SO MUCH THIS. ON THE "BILL"!
Quote from: NeverPire on September 24, 2018, 04:17:51 PM
An option to forbid crafted items once dumped in a storage area (useful especially for trade items).
Yes, please.
And about mad prisoners, trying to break the door - either make them not, or make them to try break the walls. Because it doesn't make any sense otherwise and only leads to the necessity of building a wall in front of the door.
Quote from: vzoxz0 on September 24, 2018, 08:29:08 AM
I'm not sure I understand why you need them to be alphabetical, but they definitely should follow the order given by the "colonist bar". It's not like it's a lot of effort to sort it for the player should they want to.
Okay, let me rephrase. I would like for the Assign and Restrict tabs to have options to re-arrange them that are separate from the colonist bar. Similar to how there are different sorting options on the caravan screen. If one of those options happened to be alphabetical, like on the caravan screen, that would also be nice.
Tiny Idea to keep lawns/grasslands grassy(?):
instead of animals eating the whole plant, just let them eat wild grass down to 0%. This way the grass can easily regrow without the need to spawn entirely new.
I write ideas from easy to difficult.
traumatic weapon. This weapon does not kill but stuns.
Growth. From it a little depends, the weight, speed, and damage
Geniuses. Their limit in skills is not 20 it is 30
The walls on which you can to shoot enemies. They occupy two cells, they need to attach stairs to climb them. They spend much more resources, but it's almost impossible to break them by the usual methods. And naturally durable and large gates to them.
Colonists who have Night Owl and also Quick Sleeper, should have their hatred-time shortened, since they don't need to sleep as much.
What is "hatred time"?
Fast sleeping night owls take a nap, wake up in the afternoon and end up miserable.
I mean just turn the lights off.
One annoying thing for me is that my pawn-peeps will walk to the farside of the space first thing in the morning, do one thing (like mine one block), then go back for brekkie, then come back....slight and cheap adjustment right there! Daft Pawns!
Cleaning is a big prob that could be cheaply solved, I'm even using the great mods for doormats but really the only way to keep things clean is have a full-time cleaner, not too sexy. I would suggest that If any character has Cleaning as a 1 priority they should at least clean up any obvious mess they come across...if they're all doing it shouldn't be a time-drain..., maybe reduce the amount of grime generated too...
More Art/Sculpture designs...if I had any idea how to mod I would add some myself, otherwise could contribute some 3D CAD designs If anyone wants to collab?...On my current scenario I've built a Sculpture gallery which I want to fill up with only Legendary Pieces, see what happens :) (Blown up by pirates)
I've gotta say I put a lot of time into making nice big spaces, rooms, furniture, and they still rate as 'Awful', and my peeps go insane due to 'Awful Environment', just not fair! They live better than I do and I don't go mental or dig up dead bodies! Perhaps the cheapest fix would be to pull back the negativity a tad, not so many pyromaniacs In the mix. The mental breaks just feel too extreme and too regular, people are tougher than that. And PLEASE look at the room rating system, I'm building luxury pads that still rate as ' Workshop Awful"!
I would also suggest that If you 'force' or prioritize a pawn to do something they stick with It for more than one second...I know that must be tricky balancing priorities but It's damn annoying forcing an electrical conduit to be built one square at a time....
Windows?
I gripe because I love, best game evaaaaa
A truly tiny idea (?) that I've been wanting since about my second base:
for the on-map labels for animals, can we get a Show Animal Names: Tame (Bonded Only) please?
That would be really nice :D
Fences- They act as walls but give the bonuses of being outside. (For prisoners or animals)
Wouldn't fences also need to be both see-through and shoot-through? They'd only stop mobility. I don't disagree they'd be nice, though, perhaps with low resource requirement and health (2 steel or something to set up a basic fence, for instance to keep wild animals out would be nice). Fences also wouldn't automatically generate "please roof me" areas.
-vandals: part of the traders that visit your colony starts trashing your walls a bit. if you attack them the rest of the traders attack you. if you arrest them. you have to release them when the traders leave
-traitor: one of your colonists betrays you and leaves the map with a good sum of your resources(if you don't stop him) shooting him will cause the rest of colonists be sad. not shooting him will result in the colonists feeling betrayed. event triggered after several breakdowns (so that the colonist is unhappy with the colony). if you capture him he would be next to impossible to recruit and with a high resistance.
I'd like to see 'draw power grid' as a normal option and not just a Dev mode option.
Multiplayer option where each player rule the same amount of avatars all extra goes in turns to next player
Why? Game would remind bit of "don't starve together" and we could play with friends.
remove the barred swapping of jobs.
E.G: some one is going to recruit my prisoner but i have a pawn with inspired recruitment, it wont let me swap the job to them, nor tell me who has it, instead i have to pause it, dig through all warden pawns to find the person who took the job, and draft them just so i can get the right job done, same applies with mining and other jobs, i see no reason it cannot show (reserved by danny) and be reallocated to my desired pawn.
Quote from: Bobisme on September 30, 2018, 05:06:50 PM
remove the barred swapping of jobs.
E.G: some one is going to recruit my prisoner but i have a pawn with inspired recruitment, it wont let me swap the job to them, nor tell me who has it, instead i have to pause it, dig through all warden pawns to find the person who took the job, and draft them just so i can get the right job done, same applies with mining and other jobs, i see no reason it cannot show (reserved by danny) and be reallocated to my desired pawn.
It looks more like a bug, because you are supposed to be allowed to do that.
I can with a lot of job styles, i just considered certain jobs were like, locked, a good example is the pod, it doesn't tell me who is actually loading the pod, as it is un allocatable i considered the job taken, when you click on a pod does it tell you who is loading and or is it changeable? :)
keep forgetting the game has been updated.. i play B18..maybe it's been fixed.. i really need to update, but for the life of me..
Quote from: NeverPire on September 30, 2018, 05:12:48 PM
Quote from: Bobisme on September 30, 2018, 05:06:50 PM
remove the barred swapping of jobs.
E.G: some one is going to recruit my prisoner but i have a pawn with inspired recruitment, it wont let me swap the job to them, nor tell me who has it, instead i have to pause it, dig through all warden pawns to find the person who took the job, and draft them just so i can get the right job done, same applies with mining and other jobs, i see no reason it cannot show (reserved by danny) and be reallocated to my desired pawn.
It looks more like a bug, because you are supposed to be allowed to do that.
He's playing b18, pay no attention.
Chance for limbs at 0hp to be broken instead of destroyed outright, which will then heal at a fraction of the usual rate. Could use armor code so we don't have too many cases of snipers breaking fingers but fists destroying them? I'm thinking primarily about fingers and toes here, though there's no reason you couldn't do similar for body parts actually coverable by armor.
Alternatively, new clothing item: set of combat boots and gloves. There could be medieval / industrial / spacer versions, or just one, but I feel it would be fine to not separate gloves and boots for the sake of minimizing clutter.
Other other option: change plate and power armors to cover hands/fingers and feet/toes. This has the advantage of being the simplest by far.
Have you ever tried holding a gun with platemail gloves?
I imagine it wouldn't work very well, and they could have a large penalty to manipulation the way plate mail does for movement.
However the devs go about it, something should be done. We have guys surviving doomsday rocket hits then walking themselves to the hospital, and we have guys losing toes to social fights and mad deer. The severity of the consequences aren't matching up to the severity of the threat, and there's nothing the player can do about it.
I have a really simple suggestion, I've been making a mod for last couple days and I decided to add some armor and too the lfak armor as a "guide", and I found that the flak pants have two layers: on skin and middle, which I found out is why they show up in the middle section when you are making pawns in the mod called "ED - Prepare Carefully", so my suggestion is to remove the middle layer from the xml files.
Quote from: MalGaron on October 03, 2018, 06:18:58 PM
I have a really simple suggestion, I've been making a mod for last couple days and I decided to add some armor and too the lfak armor as a "guide", and I found that the flak pants have two layers: on skin and middle, which I found out is why they show up in the middle section when you are making pawns in the mod called "ED - Prepare Carefully", so my suggestion is to remove the middle layer from the xml files.
Looks more like a bug for me, or at least something weird. I propose you report it in the bug section.
When you draft a pawn with a meal out, make them put it back in their inventory instead of on the ground.
Quote from: vzoxz0 on October 02, 2018, 03:09:12 AM
Have you ever tried holding a gun with platemail gloves?
Yes actually. With most full gauntlets (as opposed to half gauntlets, which cover the hand but not fingers), there is simply a large plate covering all of the fingers and locking them into a mostly closed position (like holding a sword hilt or spear haft). There's no reason that full gauntlets couldn't wrap around a hand that is gripping a gun grip, and finger function within the confines of squeezing a trigger wouldn't be significantly impacted.
LOADING a gun is COMPLETELY another matter. In fact, even letting go of the gun would be time intensive and difficult
Limdood lives in the Congo, he wears plate armour and wields guns to protect himself from wild squirrels.
I had a colonist addicted to smokeleaf with a huge smokeleaf tolerance. She got carcinoma in both lungs. I grabbed some new lungs from prisoners and gave them to her. A few days later, she got carcinoma again from Smokeleaf Dependence (large), even though she had smoked nothing since and had new lungs.
Replacing lungs, kidneys, or what have you depending on the drug should probably halve or in some other way reduce their dependence, OR the chance for cancer shouldn't be based on the dependence. Makes no sense she gets totally new lungs and gets carcinoma again.
Quote from: Aszh on October 07, 2018, 12:50:02 PM
I had a colonist addicted to smokeleaf with a huge smokeleaf tolerance. She got carcinoma in both lungs. I grabbed some new lungs from prisoners and gave them to her. A few days later, she got carcinoma again from Smokeleaf Dependence (large), even though she had smoked nothing since and had new lungs.
Replacing lungs, kidneys, or what have you depending on the drug should probably halve or in some other way reduce their dependence, OR the chance for cancer shouldn't be based on the dependence. Makes no sense she gets totally new lungs and gets carcinoma again.
I advise you to report it in the bug section.
Save stockpile settings.
Setting up stockpiles is a "massive" time sink for me.
I have 100's of hours on Rimworld, but I have breaks between so I end up making new colonies a lot. Lets just say 20% of my game is taken up by trying to remember what items need to be roofed, what needs to be refridgerated, what is expensive so needs protection from raiders etc.
It would be awesome to have a saved set, even for people who don't restart games as much as I do :D
— Colonists assigned to growing should immediately set off to cut infected plants as a blight hits. Or at least there should be a tool to mass-select cells with blighted plants to be cut. It's a very tedious and boring task to manually select all and every cell especially when they multiplies with time on very-very large field of crop. Surely it should be automatized in one way or another.
— When research is finished and player hits "Go to research screen" button the game should be paused, so that, when player selects new research and unpauses the game, assigned for research pawns can continue their work, not doing anything else.
— It would be nice if player can specify a place where incoming friendly factions caravans can wander around with appropriate table nearby like he can do with caravan packing spot and party spot for his colonists. There is many trivial but annoying problems such a feature can solve.
— In pursuit of caravan subject, it would be good if there was a button for traders that come into colony, the same button every friendly faction colony has, that shows what type of goods a trader would buy. Some times it's really waste of time to send a colonist to negotiate with a trader only to find out there is nothing to sell or to buy.
— It would be really great if I could specify with which food if at all and in what order my cattlemen should train their animals. In most cases I certainly prefer kibble for all, then meat for dogs and wheat for wools. If there is nothing else, then that's it. I'm absolutely can not allow my dogs to be trained with milk or eggs or anything else that costs a lot, that's for sale. This order of things can and most likely will depend on biome and available food, thus the need of such feature.
— Also you definitely should remove family relationships for tamed animals. When I look at this list with "father, grandfather: dromdary 1; mother, sister: dromdary 3; sister, niece: dead; brother, uncle: dead" I want to just slaughter out this hell of the family and buy or tame a new one. There is no real impact on the game that comes from these relationships, so why bother? It's not like we can breed some kind of Quarter Horse or Tennessee Walker, they all the same. For those who like this kind of things you can save mother/father and son/daughter relationships, but dead entries should be removed utterly. As well as sold entries.
— I think that drag lab work speed factor should depend on room cleanliness, like research bench speed factor do. It does not make sense when you can produce med kits in the same room stonecutters chopping up their stones. Or maybe you should introduce chance to fail drug production if room is too dirty like this happens with food poisoning. I'm thinking myself that combining both approaches would be more interesting.
— Techprof subpersona core is rare enough artifact to be able to teach colony ANY technology colony doesn't now, not only these colony has access to. I don't think this breaks balance a lot, but in some cases this item can really become a nice present to fight for.
— Not sure if it's a bug or not, but colonists CAN smooth walls in the corners of rooms, whereas player CAN NOT assign them with this job manually, as a message "no path" pops up. I hope colonists continue to be able do such a job in the future (because corners are taken into account for rooms' beauty) as well as player will be able to assign pawns with corner smoothing. This is especially relevant for under-mountain fallout-type bases.
— I would like to ask you to add option to allow or disallow rescued or released from slavery pawns join to the colony. I really don't like to banish someone even if I don't like him, at the same time I don't like abandon those in trouble, but I certainly don't allow unneeded or even more so troubling people into colony. Let them have affiliation with some of the factions and count rescue into goodwill should player refuse them to join.
— And at the end I implore you to add 1x3, 2x3 and 2x5 tables into the game! Please, really, please!!!
People you rescued (healed, left the map etc...) may show up when a faction sends help to you. They would be bonus warriors, not counting towards the normal limit.
When drafted, if you order a colonist to attack another colonist (or pawn from allied/neutral faction), I think a confirmation window should pop-up, saying something like "REALLY attack (pawn name)?".
I just lost a colonist because I accidently told someone to melee attack them (it was a crowded fight and there was lots of stuff going on, so I wasn't paying close attention)
Maybe just pay better attention. You have a pause button.
That's less convenient than I'd like.
In about 600 hours, I have done what you describe exactly twice, and only because I was too lazy. I don't think it's such an inconvenience.
Mortars should automatically clear forced target once someone stops operating it.
A way to copy and paste ALL bills at a station, instead of just one bill at a time, would be nice.
Quote from: Aszh on October 13, 2018, 03:29:08 PM
A way to copy and paste ALL bills at a station, instead of just one bill at a time, would be nice.
Even better - just do it like Factorio or Oxygen Not Included, where you can click-drag over multiple stations to copy the settings to all of them.
It shouldn't be possible to "disturb sleep" for someone who is anesthetized. That's literally the entire point of anesthetic.
Event: cleaning group passing through. A group of 5 cleaners is passing through. They offer to clean your base for x silver, based on the tiles of your home zone at the moment of the message. They leave after everything is clean or after 24 hours.
Some kind of watchtower would be nice. You could use it to shoot over walls while you defend your colony and maybe get a bonus for shooting.
I have an Idea for a new building, called the Synthetic Meal Printer.
Mechanically, it acts fairly similar to the nutrient paste dispenser, but requires it's own research and is more expensive to make. The meals it makes are synthetic meals, which give a +2 mood bonus to the consumer. However, it costs more power to use than the nutrient paste dispenser, and Synthetic Meals are inferior, nutrition wise, to that of nutrient paste. It is also expensive to make.
Here are some ideas
-Wish granter AI= You recieve a transmission from a glitterworld AI whos says you can chose from either
* High level Colonist
* Good to masterfully crafted weapon/armour
* X amount of silver
-The abillity to make vatgrown people, and natural born children throug the proces of loving.(perhaps make infertile a trait)
-Equipment used to speed up certain jobs
*hammers- faster building, weak melee damage, fast
*pickaxes- faster mining,strong melee damage, slow
I'm not a programmer so i dont know if these would be easyt to add into the game, but i hope they will atleast bring some new ideas to the tabel
1: Pawn remember defense location
2: Windows to let light in, reduce indoor stress
3: Scale-able doors / windows
4: Pawn do not rebuild the slabs (smoothed mountain wall) that were mark for deconstruction - which they tend to do and consume a lot of resources!.
5: Show entire debug log with mod name to easily remove conflicting / error mods and output it out into a text file
Quote from: Template
== Compiling | Mod name
== Result | (Success / Failed)
6: Mod panel sort mode: Alphabet / Time added / Version
While I haven't seen Tynan reply to this one yet, I have seen quite a few people suggest it, so I thought I'd give my idea on it; Lighting.
You could say I'm a little obsessive compulsive when it comes to base building, architecture is a big selling point for me in games and it really ruffles my feathers when everything isn't 'just right'. So you could probably imagine how much it drives me up the walls that the only in game lighting is a lamp you can place on the floor.
Firstly, overhead lights. I think this would really be quite simple to implement, either select an overhead light from the furniture menu or a "Install Light" tile in the Zones menu. Simply place the light on whichever roofed tile you want it on, and bang, you've got a light source that doesn't take up space or look unsightly. The actual light itself (and wire) would be invisible, but when you open up the power menu, it will display a little circle that indicates the light source, and a cable indicating what power source/conduit it's connected to. (Like with existing electronics in game when selecting the power menu.) Also, it would cost the same amount of steel as a standard light.
Secondly, it would also be good to have the ability to put existing lamps onto tables/end tables and such. Perhaps doing so gives you a small bonus to beauty.
I understand that the first suggestion is a lot less "cheaper" than the second. But I would really, really like to see it implemented in a future update. The current lighting system makes me want to pull my teeth out.
I believe cooks should have a player-set amount on how many meals remain until they start cooking.
The current problem right now is once one colonist takes a meal, the cook goes out of his way and makes a singular meal. These meals should be cooked in batches.
For example, I set that I want 25 meals in total, but meals only to start being cooked when there's 20 left. The cook will wait until there's 20 meals left until cooking, so they cook a batch of 5 meals. This removes the running time between the kitchen and whatever task the assigned cooker has and increases efficiency greatly.
Quote from: Sukadia on October 24, 2018, 11:31:44 PM
I believe cooks should have a player-set amount on how many meals remain until they start cooking.
The current problem right now is once one colonist takes a meal, the cook goes out of his way and makes a singular meal. These meals should be cooked in batches.
For example, I set that I want 25 meals in total, but meals only to start being cooked when there's 20 left. The cook will wait until there's 20 meals left until cooking, so they cook a batch of 5 meals. This removes the running time between the kitchen and whatever task the assigned cooker has and increases efficiency greatly.
It is already implemented in the game. Look on the properties of the bill task.
Stackable clothes and items... Within a pop-up "Layer". Simulating 1, 2, 3, 4 shelves or drawers or a clothing-rack. And "Bulk cooking".
Easy, because you use the same icons and "numbers", with an under-layer graphic. While maintaining a slightly realistic structure for storage. Instead of storing things like a kid with ADHD, strewn across the floor, individually.
EG. You hover over a "Shirt rack", and click it, which indicates there are 25 similar "button-up shirts" within the stack. It pops-up with a 5x5 display, from least valuable, to most valuable, of each unique shirt. You continue to hover over each shirt to see the details under the new pop-up status, quick-view. Clicking on a shirt gives the shirts options, like normal, and the detailed info, if there is any. With the addition of new options... "Split from stack", which drops the shirt on top of the stack, to be used or selected individually. "Recycle", and/or "Dispose of", and/or "Move to...", etc...
It could be a mixed-rack of the same types (body locations) only, or by styles (fabricated materials). The stack would just show 1-25 still.
For things like the meats, corn, etc... I would only have 1-5 "stacks", each holding up to 25. Depending on the shelving made. Like you would find in any normal "Ancient", "Old", "Present" or "Future" freezer.
For the "Bulk cooking", you should be able to quickly cook ONE meal, for yourself only, or "Bulk cook", a ten-meal stack. Individual cooking is faster, but cooking ten meals for yourself would accumulate more "skill" then cooking one set of "Bulk meals". Plus, you only risk poisoning yourself, while you "learn to cook for yourself". In reality, no-one cooks for 10 people, individually, unless you are eating at Denny's. Cooking for ten people only takes about 2-3x longer than preparing a meal for one. Thus, you get less skill-points rewarded. However, this would fix the issue where we have to baby-sit the cooking process, where, unless it is totally streamlined, it is an impossible task for one character to do. (For more than ten people. They eat it faster than it is made.)
As a bonus, right off the bat, these are other things that bugs me...
1: People don't auto-attack, when in danger. No self-defense at all. They just stand there like a target-dummy, and die.
2: Others don't join a fight, at all. They just stand there and watch others standing there, like a target dummy, getting shopped-up, until it is their turn.
3: When someone with a gun attacks, which requires a minimum distance, they just stop attacking when the enemy walks into the limit. At which point, even though told to attack, they just stand there like a target dummy, and die. They don't even attempt to melee attack.
4: Given a fast-path, and any rough terrain, the characters STILL will try the shortest path, taking forever to get to a location, instead of avoiding... anything... or just walking on the obvious faster path, right next to them. Dodging trees left and right, actually going left, then right, then forward, hitting a new tree, going left then right again... When one simple left would have avoided every tree and rock in the path.
5: Doors stay open waaay longer than needed. Auto-doors open fast, but take forever to close, making them horrible for use. They let in/out all the expensive conditioned air in any rooms. Not to mention, people can drop items in doorways, which keeps them held-open. They shouldn't be counted as a "placement spot".
6: Altering, or picking-up and dropping an item from one spot, drops it in another. Why would it not just drop it back in the same spot, like wood does, when you break something down. It is like the game thinks the space is already occupied, so it finds a new space to put the thing you just picked-up. Which leads to items ending-up in doorways or someone having to walk to another room to put an item down, which then has to be picked-up by another person, to put it back in the empty space it was just removed from.
7: Characters will travel a mile across the screen to get wood that is already chopped, even after just having chopped a tree, right next to what they are building. Like the wood doesn't exist yet. (May be a coding placement issue.)
8: Get rid off all the various icons for each "Zone type", keep that in the zone settings. Except the "Roof", which is not a zone, but an instruction set. That should be with the "Floor" and "Wall" tools, not zones... The zones are either "Planting areas", or "Storage", or "Containment areas". If they are planting, you select the options for planting, or select that when the zone is made, as an in-game option for "What to plant". If it is storage, it should start EMPTY, then you can quick-select a prefab "Items", "Food", "Waste", "Materials", "Minerals", "Fabrications"... Or get into the list and edit, copy, paste.
9: Give us a target "Quality", for construction of items. It either can't be done, by someone of a certain skill, or it just takes a lot longer, as the dice have to keep rolling until it eventually hits that quality, or both. The higher your skill, the faster you will be making that quality of item. (Obviously, not letting legendary being a selectable quality, as that is a long-shot reward, which should only come from the highest quality setting. Just as a level 0 skill should never be able to make an "excellent", item. Maybe only a level 1-2 item. One level up being the equivalent of "Poor", with the same "Legendary" roll, resulting in a "Normal" item for them.
10: The process of creating a caravan is waaay too specific, and annoying. You should be able to do that anywhere, not just when selecting your "HOME" icon in the "WORLD MAP". Same with the ability to abandon a settlement, when a "AWAY". I can understand the "you can't see the map before crash-landing", but when moving around, we should be able to see the map, before deciding to settle. It is just annoying to defeat the insecurities of programming, by saving, settling, then reloading, when that area is not suitable for settlement. When settling, it is because you "have located an ideal area to settle". You don't just throw a dart at a map and say, "Lets build there!".
City Biome.
Make it work similarly to how mountainous biomes work. Although they'll be less common.
A tile covered heavily in ruined buildings. Most buildings are open but some hide hidden dangers. Hidden dangers should be a lot more common in this biome.
The biome trades free housing and a more defendable position for poor soil, lots of hidden dangers and scarcer flora and fauna.
Potatoes turning poor soil into rich soil over time. It would be a nice little mechanic, especially for obtaining rich soil in biomes where it cannot be found. Perhaps also so that Potatoes don't have to be grown in solely rich soil after some time, rich soil also deteriorates with the harvesting of other plants.
Quote from: BelligerentDrunk on October 29, 2018, 01:38:00 PM
Potatoes turning poor soil into rich soil over time. It would be a nice little mechanic, especially for obtaining rich soil in biomes where it cannot be found. Perhaps also so that Potatoes don't have to be grown in solely rich soil after some time, rich soil also deteriorates with the harvesting of other plants.
I advise to give that faculties to a new and useless except for this specific facultie plant, or maybe just useful as fodder. Clover for example.
Extend the colonist allowed food mechanic to animals, as in what colonists may feed animals (animals are animals, they will eat anything they can get to). I'm tired of colonists dragging fine meals out of the freezer on the other side of the base, to feed the downed muffalo instead of grabbing some of the hay thats stored in the room next to the barn.
Quote from: Manuel on October 30, 2018, 03:01:38 PM
Extend the colonist allowed food mechanic to animals
Prisoners too. :S
Assigning outfits to prisoners would be cool. Both for MUH RP if there's some sort of orange colored fabric for the prison jumpsuit feel, and so they can have better moods when I try to recruit them. This is especially relevant for the occasional tribal prisoner whose clothes fall apart leaving him naked.
Quote from: tinfoiltophat on November 03, 2018, 03:34:19 AM
Assigning outfits to prisoners would be cool. Both for MUH RP if there's some sort of orange colored fabric for the prison jumpsuit feel, and so they can have better moods when I try to recruit them. This is especially relevant for the occasional tribal prisoner whose clothes fall apart leaving him naked.
Don't prisoners wear clothing if you leave it in their cell? I seem to recall stripped prisoners putting their clothing back on before my pawns could carry them away...
Quote from: Manuel on November 03, 2018, 10:42:04 AM
Quote from: tinfoiltophat on November 03, 2018, 03:34:19 AM
Assigning outfits to prisoners would be cool. Both for MUH RP if there's some sort of orange colored fabric for the prison jumpsuit feel, and so they can have better moods when I try to recruit them. This is especially relevant for the occasional tribal prisoner whose clothes fall apart leaving him naked.
Don't prisoners wear clothing if you leave it in their cell? I seem to recall stripped prisoners putting their clothing back on before my pawns could carry them away...
Yes. I strip all prisoners and have a 1x1 tile that only holds tribalwear. As soon as they can walk they put it on themselves.
Huh, learn something new every day. I guess assigning clothes would make it slightly less of a hassle, but I'll remember this.
Guns Use Bullets
Yeah yeah I know, this has probably been suggested a thousand times before, but I really want bullets in the game.
Bullets come in two varieties, small bullet and big bullet: small bullets are used for handguns and machine guns, big bullets for rifles and shotguns. Bullets can be mass produced at a machining table, or improve bullets can slowly be crafted at a crafting spot and have a chance to blow up the barrel of a gun. People will automatically take bullets as they would with meals and can be instructed to keep them on hand. Currently, colonists can be quite inaccurate with firearms, and firearms don't do too much damage to people. But I'd propose that guns be more accurate and deal more damage considering the drawback of having limited bullets on hand.
Stake Gun
Like the shotgun but it does heavy damage to one section of the body, easily taking off an arm or a leg.
Quote from: OFWG on November 05, 2018, 03:34:29 PM
This is not at all a cheap suggestion.
Make a new class called Bullet, make varieties that inherit from Bullet, make the bullets craftable, Make guns consume bullets every time they fire, make colonists take bullets like they would food for taming. That's like half the stuff that needs to be added for it to work, but even then I'm guessing that it would take a decent programmer far less than four hours. Textures might take a little while though.
Return canBeSpawningInventory and don't check for weaponTags.EmptyOrNull() when deciding what weapons can be given to raiders.
Many mods used weaponTags for compatibility between each other without requiring Patching.
I was playing and I realized that selecting characters from the top of the screen when a message appeared only hindered the process a bit, I do not know if it could change the location where those messages appear, it's a detail but it makes me do A small 'grrrr' when it happens. Greetings and thanks for such an excellent game.
Some traits:
Meticulous: Pawn pays close attention to detail on everything they do. Increased chance of receiving higher quality tiers from
items created and higher yields from harvesting/butchering/mining. Global work speed -X%
Careless: Pawn is just wants to get the job done, who cares how it looks, it's good enough. Decreased chance of receiving
higher quality tiers from items created and higher yields from harvesting/butchering/mining. Global work speed +X%
Strong: Pawn can carry more
Weak: Pawn can carry less
ACCIDENTAL BULLET
as long as pawns use ranged weapons as melee, in the fight there should be a chanche that a shot is fired and hits a random point in range.
This belongs to the world in the rim
Did anyone one suggest repairing clothing? i just join the community and am not going to read all 300+ suggestions. however i notice i can't figure out if clothing can be repaired? (make more, sell the old) so if you could return the worn out items to the sewing machine to be repaired for the % cost of the materials with a reduction in the over all HP of the item i.e. 100 HP shirt is now repaired and has a new HP level of 95, so eventually the cloths needs to be replaced yet will last longer. also this maybe applied to armor and weapons if the appropriate work bench is available. i would suggest weapon cleaning and jams due to a loss of HP to the weapon maybe even a brake % due to the lack of HP from neglect for melee weapons, but that might be to much.
The stars looked down at me from infinite space. We are tiny, they said, but you are insignificant.
Suicide Vest
* Worn by pirates
* Wearer will attempt to blow through walls or people
* Explodes when shot at
* Can be stripped off corpses
Pregnant animals should be worth more by 50% of the value of a newborn of that particular animal.
Roombas. Little robots that clean instead of a whole colonist.
My ideas:
I should be able to make pawns do things manually even though they are not assigned to do that kind of work. For example, Greg has brain damage and walks really slow, he does not haul because it takes him forever, but if everybody else is busy and he is nearest to a item that needs to be hauled, I have to go to work-tab, assign him to hauling, make him haul the item, and then I have to remember unassign him again from hauling.
Option to haul item to a specific or nearest stockpile
Priority cleaning zones and why not no-cleaning zones.
Animal starvation is easily ignored. Maybe a letter instead of just the white text?
Cooking should be faster. Running out of meals has always been a problem with my larger colonies. Maybe increase the work speed of electric stove? And yes, I have placed kitchen near the freezer and meal-shelf and there is multiple stoves with people having cooking as their #1 priority.
Temperature filter This should be a vanilla feature. When the filter is on, rooms with normal temperature should stay normal, but the rooms that are warmer or colder than X and Y get tinted blue or red.
Search function for storage window. Plus *Allow human meat and *Allow Insect meat options would be really useful.
Resource readout starts with every tab collapsed This is kinda annoying having to open the ones I want every time I load the game.
Script that alphabetizes your defs
Most thing/recipedef etc are a chopped up mess where none of the data is in the same order or place from one item to the next in the same file. A script that could pick through your mods and re-order the lines and the sub-categories like statbase/ingestible making mods a lot more readable and not such a headache to work on.
New character traits: anorexic and bulimic.
Animal traders. I'd like to see more animals in trade, an exclusive merchant type for them would be nice. Maybe something like "A farmer from X village is visiting" and they come with a variety of animals and produce to trade.
I think I have a great idea and format that can create an interesting remedy in certain situations. In my first play through, I had a married man break his jaw. He couldn't speak so it disables his social skill. He was quickly divorced. I also now have a problem where my group is looking for new ways to become entertained. I could solve both of these problems with a few very simple and unoriginal items. Keep in mind, the further down you go the less important it is intended to be, except for the core idea : Notes
New Items In Bold ... Low priority additional ideas that are not needed right away in italics.
Crafted from wood: Paper
Raw cut from burned wood: Charred wood
Crafted from wood and charred wood. Writing utensil (colonist pocket item) 500 stack limit, once you have it you never run out. (charred wood obviously leads to black ink..)
new ink ideas / colored varieties from blood, monster blood, flower pedals or misc sources
New item: note // Simply put it adds a new form of communication for colonists.
New item: Art
New item: Schematics
New misc for fabrication bench: Schematic file (drawer)
Note Rules
*Notes are written by colonists to other colonists or relationships, especially in more positive or more negative relationships, and especially used by colonists when speaking or hearing is an issue.
*Notes can be automatically written by a colonist who possesses paper and a utensil at any time, but they will most likely only use it if they have problems speaking or social issues such as bad relationships.
*Notes are automatically exchanged amongst your own colonists. If it is written to a relationship in another tribe, it is exchanged next time that tribe is traded. It may also be sent in a pod.
*Notes are always picked up from dead bodies whenever a colonist picks up that body. The note may end up being relevant if it was picked up in a raid. Its probably simple trash. Your colonist will discard it automatically if it doesn't have any importance. But a note obtained from a raid could also start a quest.
*Notes are not be be read by the likes of us, we are not worthy. They can only be read by the colonists in possession of the notes (for sake of simplicity. I'm not asking for you to write a book for us to read what they're writing.)
*Notes have effective quality determined by a possible new skill: Reading and writing/otherwise intelligence & social. Awful notes may have a negative mood impact. Legendary notes may have a significant lasting mood impact/may even improve tribe relations or save a marriage. Maybe it starts the love process. Who knows!
***I feel like reading and writing would be important to add, as it is intended to help get around social disabilities like broken jaw, hearing loss. Injuries that could limit this skill: hand injuries, eye injuries, lack of sleep. Environmental factors: indoors, lighting, lack of table***
***Notes should be seen as a must. Humanity has had notes since before recorded history. There are SO MANY DIRECTIONS AND WAYS that notes could make this game so much more complex from a social structure standpoint.
New work space/bench/misc item: (material?)Toolshed > Stores up to 5-10 hoes, 5-10 sheers, (and less importantly 5-10 baskets)
New items: Hoe (quality?) > plant faster / plants start at 1-10% grown (based on tool quality?)
New items: Sheer (quality?) > harvest faster / yields 1-10% more crop (based on tool quality?)
(less important idea:) New items: Basket (quality?) > carry more crop weight back to stock pile
Add tools to make outdoor farming related tasks go slightly faster and done more effectively. Colonists will visit the shed before plant cutting of planting. They will also need to keep the shed stocked with tools to use for it to work. Tools durability goes down. Steel tools degrade faster than plasteel tools. A steel tool is also less effective than plasteel.
Tools are noticeably better than bare handing the farm.
New function:
Assign weapon to colonist
Purpose:
When a colonist is downed, their weapon drops. 90% of the time, maybe more, the player will want to retrieve that back to a stock pile. 100% of the time it drops because a colonist is injured or killed. I want my colonist to pick the weapon back up AUTOMATICALLY when they're done at the infirmary.
Also: Please let us add colonists to groups in a new tab somewhere.
Purpose: I want all my gunners in Home east to be selected to tend to the east flank. I want all my gunners in home west to tend to the west flank. I will leave my incapable of violent people out of these lists in event of a raid.
Also - if they're picking their guns back up automatically, I wont have to worry about my several of my soldiers forgetting their gear in the stock pile when machines hit.
It's not my job to remember their stuff, they remember to dress, they remember to eat, they could at least remember to pick their gun back up in an apocalypse that is threatening them with killer robots and monsters.
Bio engineered crops & super foods:
Quinoa, Spinach, Pine apples, Water melons.
Add foods that lead to fine meals without meat, or lead to less sickness when eaten raw. These food items should all be harder and slower to grow or require higher grow skills to get going.
Weapon attributes
Masterwork and legendary weapons should have 1 & 2 additional random bonuses respectively. Whether its an additional shot fired each burst, incapable of friendly fire, bonus damage, explosive rounds (damage on near miss), even higher accuracy, or higher fire rate, I think higher quality weapons, - especially masterwork and legendary should have these kinds of features unique to each weapon.
New character statistic: Sleep number. HOW MANY HOURS OF SLEEP DO THEY NEED, base 8 hours, +- 1 hour by total randomness then + trait effects.
Traits:
Insomniac (-2 hours sleep needed)
Hypothyroid disorder (+2 hours sleep needed)
Legendary beds -2 hours required.
Masterwork beds -1 hour required
awful beds & bedrolls +1 hour required
no bed +2 hours required
Under restrict section: Automatically wake up colonists earlier or later based on when they start sleeping, their sleep number, and the bed they're sleeping in.
Insomniacs (-2 hours needed) assigned to a legendary bed (-2 hours needed) with a sleep number of 7 only need 3 hours of sleep every night.
Hypo-thyroid disorders (+2 hours needed) with a sleep number of 8 sleeping in a normal or good bed would need 10 hours of sleep every night.
So on so forth.
Every time anything walks over a grass square, it has a tiny chance (1:100 or 1:1000 maybe?) of turning into dirt. Same for dirt to a new tile "packed dirt" which would be less dirty than dirt. Also slowly (via the same mechanic that makes grass and trees sprout) packed dirt would occasionally turn back into regular dirt.
Thus, areas that colonists walk on a lot should slowly get trails in them, and those that stop being walked on would return to grassland eventually.
Restrooms and sinks placed throughout the base, cut down on disease(maybe) and increase beauty and mood.(this is the main point, cutting disease is asking for a lot imo)
(having these results in less pollution. It appears to me there are feces and urine all over the floor all the time)
(sick colonists better have a bathroom in their infirmary or they're going to puke all over the floor)(incapable of walking its inevitable)
+mood boost for having a place to do the duty
+inevitable mood boost due to less shit being smeared on the floor. (those -15 beauty splotches appear less often!)
(the full idea is to make puke more contagious to clean, therefore having bathrooms to puke into lead to less disease)
Keep hammering away at building new random events. Random events are already great, but more and more is always better. I'm suggesting that we get more global wide events that have long lasting effects such as:
Fights in space between two factions
-crashed ships, pods, and debris in rapid succession creating dangerous situations where pirates or aliens crashing or escaping to your area is more common.
-animals start acting up due to unfamiliar sight of raining fire from the sky
Singular world altering events:
-giant meteor impacts or super volcano explosions leading to cooler global temperatures, falling ash for a year, lung sickness (and a need to innovate ways to beat it like wearing masks)
-immense increase in geyser activity or solar flares
-Wars between other tribes leading to more refugee scenarios and alliance vs enemy encounters
-Global famine and global sickness leading to food and medicinal shortages across the globe over the course of a year, leading to new tribe diplomacy dynamics. Giving meds becomes more rewarding for instance.
-New colonist/visitor type: Ambassadors or other tribes.
-Non-colonist, long term visitors that will inevitably leave or decide to stay. They don't take orders and they may or may not contribute.
Global events I think are the most important next step to creating some new challenges that could make the play through way more interesting in the long game. Id really like the volcanic or meteor or nuclear winter idea. I also think long term droughts or long term monsoon like rains could be interesting.
Create a list of 100+ insects and 100+ plants in a database.
Program the game (in the background) to give each colony between 15-30 insects at a time. Each insect has a specific plant species that it pollinates. Once a month, there is a chance one insect disappears, or a new one appears thus adding or removing a plant that can appear in your area.
From the start of your game to the end, you will have a completely different (maybe similar looking) environment based on the wild plants that show up.
Invasive species events could be incorporated to shake things up. Certain insects (ticks and mosquitos present) lead to more disease like malaria. Certain insects (like butterflies) lead to more rare flowers and mood increases. The stink bug might always be on a certain plant that tanks mood when within a few tiles. Maybe, just maybe we'll get one that causes rare medicinal plants to grow.
The point is that this would constantly change year over year to keep a fresh view on the games plants.
At the end of implement, biologist trait colonists or new technology should be able to tell you what plants and insects are in your area utilizing the info you have running in the background to make this idea work.
Passive research items:
Social engineering, increasing social skill of all colonists by fire indicator in social skill (+1 or +2)
Marksmanship training, increasing shooting skills of all colonists by fire indicator in shooting skill
Etcetera so on so forth.
Simply put add items to research at the bench that focus on passive skills for your colonists. I could really use an anger management course.
First: Give colonists pockets.
Second: Give colonists pocket items: i.e. wedding rings, entertainment trinkets, notes to send to other colonists, writing utensils, cell phones, game boys, pocket knives, pocket watches (the bullet proof kind), granola bars, hiding, a spot to carry a joint while hauling a boulder, a place to carry a lighter, etcetera.
Furniture tab should look more like a catalog with wider variety. Furnature should be more interactive. Tables and dressers should be able to store things on top of them (like small plant pots/vases, tvs, etc.) We also need a recliner to be added for the movie theater room. TVs seem like that could get more interactive as well. Are they being used to teach, or to entertain?
Add ability to intentionally collapse mountains, and add raw materials obtained from collapsed mountains.
Thrumbo Lure
One use item that immediately causes a Thrumbo event. Can't be made, only received via quests.
I like that bionic spines do not perform any better than a real spine. However, a super strong arm would be limited by the squishy body and nervous system its attached to. I suggest bionic spines add a small boost to other bionic parts like a vitals monitor does for a medical bed.
Yop! Cheapest idea: fix that very very very very very annoying bug which lasts for few years already. You send your guys into fields for some tasks, say, kill siege guys. Your guys succeed this and now your command to disarm and after that you want your guys to haul trophies to home base, but... your guys get out of pockets their meals. What next? Command to consume it here in fields? Please fix it at last! :'( This is also true for other cases, not only just after disarming, but also just after vomiting etc. So maby more robust fix is not get out meals until colonist actually starting eating or (if you want to save nice animation of colonists carrying their meals) add ability to PICKUP items, or at least pickup meals (in case if pickuping of ANY items ruins some of your balance plans). This will really really really help. Really. Thanks in advance! :)
UPD. This is not so important, so you guys can just skip next reading. So, allowing pickup any items can save lots of nerves with few other bugs/features, even that ones which I can't remember or imagine atm ;) As example, colonist becomes unconscious (say because of heat wave) and drops his favorite +1 rifle. Why can't other guys pickup it while just passing through to other tasks (or even while rescuing this colonist if it weights not too much). Or say, we just succeed with killing siege guys, stripped some of them and want to haul lots of light items. Why can't colonist just pickup several joints and that smg? :) Etc
Yop! Cheapest idea: fix that very very very very very annoying bug which lasts for few years already. You send your guys into fields for some tasks, say, kill siege guys. Your guys succeed this and now your command to disarm and after that you want your guys to haul trophies to home base, but... your guys get out of pockets their meals. What next? Command to consume it here in fields? Please fix it at last! :'( This is also true for other cases, not only just after disarming, but also just after vomiting etc. So maby more robust fix is not get out meals until colonist actually starting eating or (if you want to save nice animation of colonists carrying their meals) add ability to PICKUP items, or at least pickup meals (in case if pickuping of ANY items ruins some of your balance plans). This will really really really help. Really. Thanks in advance! :)
UPD. This is not so important, so you guys can just skip next reading. So, allowing pickup any items can save lots of nerves with few other bugs/features, even that ones which I can't remember or imagine atm ;) As example, colonist becomes unconscious (say because of heat wave) and drops his favorite +1 rifle. Why can't other guys pickup it while just passing through to other tasks (or even while rescuing this colonist if it weights not too much). Or say, we just succeed with killing siege guys, stripped some of them and want to haul lots of light items. Why can't colonist just pickup several joints and that smg? :) Etc
Hello Rimworld developer, I was really impressed with your game. She is very deep and thoughtful. But here are some suggestions that will make the game even better. ;D
1) Add a vacuum cleaner: for colonists, approximately 20% of the game takes the process of cleaning the room, and even if you study and lay a sterile tile, the floor doesn't become cleaner. According to this according to the research it is clear that the technology is there at our level, then why not do this research.
2) Either make less time to build a trap, or make it reload again: It has become almost senseless to set traps in the game, not only has the distance appeared, but also the reloading was removed,
it's not logical, in real life, when a trap works, you don't first run to the store for a new one, you stretch the spring again and use it again, but if you don't want to recharge again, then at least make a trap less , because 3 ** seconds is very much for building a trap.
3)Make more colors of lamps: you do not want to get on the Internet and look for a picture where you can get others from 3 primary colors, why not insert 3 colors into the lamp right away for example to get a purple color, or even better, make it possible to change the color lamps on a color triangle.
4) Add a function so that the colonist could use at least 2 types of weapons at once, this is cold and firearms, because when an enemy approaches you with a sword, and you are armed, as it is not logical then it turns out, how do they fight then?
5) Add missions to Rimworld: It's very boring to play in Rimworld without missions, and it is especially difficult to improve diplomatic relations between factions. Let them give us assignments, and we will carry them out and receive improvements in diplomatic relations, and a reward for completing the assignments. For example, to destroy the camp of bandits, or to kill animals or mechanoids at some near point to our faction, to help in battle, to save their ally or the simplest, to help in harvesting. And when our diplomatic relations reach the union, they will often give the coordinates of caches with useful and maybe even very valuable things.
6)Create a robots research branch: Let's make robots appear in the Rimworld world, because when you find more than one module of artificial intelligence you don't know what to do with them because they are used only in astronautics. But this is an artificial intelligence! So why not make the creation of robots possible?
7) Make a more detailed description of the needs of the colonists: The colonist does not like, or like but not quite this or that place, and he expresses his opinion on this place. But it remains to the end is not clear how to get rid of this bad need that would have improved his mood. In general, describe how you need to get rid of the bad and how to increase the good need of the colonist so that he would be happy. And yet, make some real rewards for the fact that the colonist is happy or pleased that it would be right away and not after some time. For example: When a colonist is happy he gets + 5% unning, or he quickly does the work that he was assigned. And make sure you have a detailed explanation of the need for transcendental expectations, because I still do not understand how to move it from 0 to say +10 to the mood, because the colonists ask for more chic comfort, but I don't understand what it is, because what comfort could have given.
8) Make mines: As you understand, there are different amounts of minerals in different places, but they very quickly end and they are not enough, so why not build an underground elevator or a mine, so that they mine ore there, and then when we follow the underground scanner, we will dig the ore to tens of thousands of meters under the ground. And the underground elevator will fall to a maximum of 20 meters below the ground.
9) Do what you can aim automatic turrets: If these turrets are with artificial intelligence, then why not aim them yourself so that they aim at the enemy you want, but not in which they cannot get. That is, it is not that the colonist picks up this turret and targets it himself and shoots from it, and we aim it and she automatically shoots it.
10) Make more traps for animals and for people and more various weapons and turrets.
11) Make shields that could be put and they protect against bullets, but not grenades, but also not infinitely, so that when they cause a certain amount of damage to them, they are discharged.
12)Make it possible to research more efficient solar panels, geothermal generators, wood and chemical generators, and water generators. Or what would the colonists after a certain research more effectively use those that they now have.
13) Do whatever: plastal, jade, uranium, packaged not at 75 but 500 like gold, but chemical fuel at 1000, beer at 50, silver at 1000.
Unfortunately, I am Russian, and I don't know English for the time being, but I'm already starting to study, if any questions arise, please write, I'll explain to you in more detail. 8)
(P.s. I did not understand the need to write global ideas on this I wrote everything here) :'(
Ok this idea is not cheap, but it's one that might make sense:
Instead of arresting a person and putting him in the looney bin (also known as prison for most of the game) you should be able to drag someone to his own bed. I don't know if this would require rewriting a lot so sorry for YACI (yet another complex idea ... hehehe)
I think this one would be easy to implement:
An option to destroy an object that the player does not want. Having to designate stockpiles for just one item is pretty nasty. On that topic: It should be possible to make a "one off" stockpile that only contains a particular item.
Implementation 1: If you add the destruction or one-off-stockpiling to the object's menu.
Implementation 2: If you add the one-off-stockpiling to a new zone selection, and the destruction to the orders tab.
note to Tynan: I know it's supposed to be hard to get rid of stuff, but it'd be nice to have a "dumped" tag added to objects or stacks, so that they will be hauled to the nearest outdoor dumping pile or something like that...
My list of ideas
-A type of packaged survival meal that uses only vegetables or only meat. It would take up about double the resources as a normal simple meal would take.
-The ability to force colonists to do recreational activities. I always have colonists having mental breaks because they didn't want to go play poker.
-Slave traders have more slaves.
-The ability to see the bio of a slave you are buying. I am tired of buying pyromaniacs.
-An automated deep drill which works slower but doesn't have to have someone manning it.
-About 90 percent slower would make sense and be pretty balanced
-Prisoners are considered guilty for an entire year. I feel like if they attacked me they should be considered guilty for more than a day.
-And an option to change this in the settings
-Colonists don't care what happens to guilty prisoners unless they have the "Kind" trait.
-Or any other traits that make sense
-The ability for bloodlusting and psychopathic colonists to injure prisoners for recreation.
-Colonists have a preferred form of recreation and get a mood buff when they have it around and get to use it.
-A trait that makes a colonist despise technology, and the more of it they are around the more of a mood debuff they have.
-Animals with traits.
-I don't mean complex traits, I mean simple things like "Kind"
-Make cats useful. All they do is consume food and reproduce but I just can't get rid of them because I don't have the heart to.
-I love cats just a little too much
How about a crisis event for other factions? They'll then send a caravan to you to buy a certain resource for higher than normal price in as high stock as possible, the more you sell them the happier they are wih you. No other Items should be sellable at those trades.
And we need an option to set prices for items we intend to sell to high or low price so certain trades will be more likely to come and buy specific stuff e.g. set low sell price on potatoes to attract bulk traders fond of food...
edit: prices should be set in comms console and only items sitting in a stockpile under orbital trade thing should be listed
2 columns in the caravan screen:
On the people screen, their walking speed.
On the items screen, item selling price per kg.
How about little moons orbiting the planet in the World Tab? The eclipse event doesn't make much sense with no visible moons.
Quote from: MrThosams on December 22, 2018, 09:54:19 PM
How about little moons orbiting the planet in the World Tab? The eclipse event doesn't make much sense with no visible moons.
It wouldn't make sense with visible moons. Eclipses last minutes. Anything more than an hour would be really hard to actually set up. Eclipses in the game last - what - half a day? Impossible unless the moon covers half the sky, and if it did how come there aren't eclipses every single day for half a day?
Add a new optional bool def for traits: <neverOnGeneration>, which disables the error message from setting the trait commonality to 0. For traits that are only added manually through incidents or other mod content, not randomly.
Currently intentionally setting the commonality to 0 yields the error "TraitDef <this.defName> has 0 commonality", which is rather annoying because it aborts the quicklaunch.
A small thing they annoys me is cleaning. All colonist have the same priority for cleaning every room. Can we designate high priority cleaning areas? It could be the same way you make stockpiles but it just sets the floor to a higher priority of cleaning. So you can have your colonists clean the medbay then the kitchen first instead of them cleaning random dirt in a hallway
Train tracks and trains for faster transport or just vehicles will do
Colonists without eyes shouldn't care about beauty traits / room beauty.
Colonists on fire (say, if on an ice sheet and hit by a molotov) should be immune to hypothermia while on fire.
Muffalo need even more dapper hat options.
Yorkshire terriers & cats would look adorable in sweaters.
Adding a variant of Angel's Glow to swamps would be neat; see https://www.warhistoryonline.com/guns/development-early-handguns.html and/or http://mentalfloss.com/article/30380/why-some-civil-war-soldiers-glowed-dark to learn more about it. Certain bacteria can actually heal patients in dire straights. It might be neat if it was a rare harvestable in swampy terrains and glowed.
Add a trait-filter for TalkTopicsUtility. So that we can mod it so that colonists with certain traits get extra conversation topics. Something like this:
<li>TalkTopicTraitGreedy->money</li>
<li>TalkTopicTraitTranshumanist->singularity</li>
<li>TalkTopicTraitBrawler->boxing</li>
<li>TalkTopicTraitPsychopath->making fancy hats</li>
-Stack-able Sleeping Baby Animals- I.E. Baby animals sharing beds-
Hi! I Recently got this game but, so Far I've clocked a little over 170-ish hours into it. Recently I had a idea for how the standard animal beds should work for infant/tiny animals. It occurred to me when I had a large cluch of chicken eggs had hatched and I was somewhat unprepared and didn't have another dozen beds ready for the now-hatched chicks. This might only be relevant to egg laying animals but It could also be functional convenience for any animal that gives birth to more than one animal.
How It could work
- Adolescent Animals can stack up the to total mass of one single adult of that race or to what seems appropriate given the type of the bed and it's size compared to the sprite of the animal
- Per animal that's on said bed/box a sprite overlapping them depicting them sleeping in a cute ball of fluff
- Baby animals might just be able to sleep under or on their parents
Thank you for your consideration :0)
[attachment deleted due to age]
Pack animals should logically haul. Usually, its an issue when you have just mined half a mountain and now have fifty stacks of forty iron to move across the maps. Most people end up with a locust swarm of dogs, boars, or cougars doing the "super smart hauling" thing. Others make a 'fake caravan' and load up everything with micromanagement. There is an easier solution.
If an animal:
1. Can haul;
2. Is trained in obedience;
3. Is assigned to follow a master (pawn).
And the master (pawn):
1. Would be pathing to pick up a full load (like 75 potatoes);
2. Has additional items to pick up.
Then:
1. Pick up a full load;
2. Move to the following animal, hopefully nearby;
3. Load the full load onto the pack animal (to weight limit)
4. Continue pathing to pick up a new load and repeat.
And when dropping, the master:
1. Drops the item being carried;
2. If there are items of the same class on the pack animal, take off a load;
3. Repeat.
This leads to these issues:
1. Decide if this works with many pack animals following the same pawn.
2. The train of pack animals will only carry one type of good, e.g., corn.
3. There are cases where a pack animal gets stuck with a good and needs to be unloaded manually, e.g., master dies. This is acceptable.
I think this would make the game more playable with less of the tedium of 'watch the pawns go back and forth picking up crops'. It also gives some slack to add challenges to pack animals later without destroying their value. For example, making heavily pregnant animals move slowly or making animals need to recover after giving birth.
Inspired recruitment should work for taming animals.
I don't want a prisoner joining me, I want that thrumbo or that megaspider. Doesn't have to be guaranteed success, just higher chance than normally when a character with inspired recruitment is doing the taming. Is there a mod for this?
Also, I just bought the game after a prolonged "demoing period" *wink* and this is my first forum post, hello!
Wheelchairs
I recently had my best crafter suffer a broken back. Nobody was close to the level to build a bionic spine, so the pawn has been bedridden for weeks as I train the next highest pawn. So I can build a bionic spine, but not a wheelchair? I'm not personally disabled, but I'm a huge fan of Rob Parsons, aka Chairslayer.
Why a "cheep Idea"?
-easy to add to research tree
-already have production table to build similar items
-already have movement adjusters for other things (maybe no penalty on floors, but only when not on floors)
-already have system to "install" aka, once built move next to disabled person
-already have "equip" logic
Only difficult part is the logic of "if they can't move arms -> then can't equip wheelchair"
Water should freeze to ice when it is below 0 celcius for a couple days
Dogs should get sick from eating chocolate.
Achievements will upgrade the game for sure. Both in stories and revenue.
A bunch of friends are just waiting for achievements when I ask them about Rimworld.
Achievements will allows more types of stories, incresing creativity. Are they simple to do? We do not need a lot of them, just a few will create positive reactions and new stories.
C4 and C4 Raid
The C4 could be like a granade but it doesn't explode until you press a button on the "Interaction Bar" (You know what im talking about,right?) and with better throw accuracy
The C4 Raid could be like a raid but the raiders won't focus on killing,they will focus on getting to the richest spot in the colony,plant the bomb and then escape. The raiders COULD pick up the C4 when the raider that carried it dies or they could flee when the carrier dies,that's up to you.
Quote from: toyda on January 15, 2019, 02:35:00 PM
Achievements will upgrade the game for sure. Both in stories and revenue.
A bunch of friends are just waiting for achievements when I ask them about Rimworld.
Achievements will allows more types of stories, incresing creativity. Are they simple to do? We do not need a lot of them, just a few will create positive reactions and new stories.
First off, I agree with you 100%
Secondly, Tynan et al disagree with you 100%
If your friends will not play the game without achievements, tell them they won't play the game. If they're waiting for them, tell them to stop waiting.
Achievements will never be in the game. Source: Tynan.
I don't know how to program stuff so i don't know if any of these suggestions are cheap or not,anyone tell me if they are programmers. I will also include how it could be like when implemented and also marked the suggestions with colors so you know which i think are the cheapest,going from green (Pretty cheap) to Red (Almost expensive)
Boats,if you have enough to carry all the weight on your caravan (Counting living beings) you could travel on sea. Just make an item that lets you walk over the water and disables events (Or allows new ones)
Brick bridges that cross big rivers and seas on the world map. Make a road that crosses water.
New event: Suicidal pawn,only appears in bridges and doesn't rely on violence but on social skill (If a pawn is from the suicidal's family he haves more chances of convincing him to not jump). This one is a bit harder to make,maybe put a pawn at the edge of the bridge and if not convinced (Like with a prisoner but with a very small
upgrade to the chances) he will jump,making sad the one who tried to help,if convinced he will join the colony.
Pawns should play with their animals,playing catch with medium sized animals and petting small or big snimals. With medium sized animals you could have a pawn staying still while the animal runs away and comes back,with the small/big ones you could have the pawn and the animal in front of each other while they have a "pet" social interaction.
Be able to harvest eyes. Add a new organ item that affects view when given to a pawn.
Radios! Like a TV but it has a different joy tipe, maybe you could fuse this idea with the comms computer and make it like if they are talking with someone from a friendly or even a secondary colony of yours that also haves a comms computer,this could make your colonist improve or worsen relations with the other pawn,making interesting scenarios like your colonist fighting with a pawn from a friendly caravan he previously hated or befriending a pawn from a faction that later raided the colony,making him sad when killed and even happier when recruited. This is probably not very cheap.
Disable the option to talk with tribesmen with the comms computer,not going to explain why.
Do people read this texts? This topic is pinned but it's oddly desertic.
Quote from: ManHuntingSquirrel on January 19, 2019, 10:03:37 PM
Do people read this texts? This topic is pinned but it's oddly desertic.
I suspect, now that the game's released, that this thread is far less perused by Ludeon.
Well yea, since 1.0 is released, so Ludeon and Tynan aren't going look at the Suggestions anymore, the only people who would visit them will be the modders but i don't know if a Developer or Tynan himself is looking at this and hearing us, for their secret projecrt... :-X
Quote from: Kirby23590 on January 20, 2019, 01:29:23 PM
Well yea, since 1.0 is released, so Ludeon and Tynan aren't going look at the Suggestions anymore, the only people who would visit them will be the modders but i don't know if a Developer or Tynan himself is looking at this and hearing us, for their secret projecrt... :-X
TYNAN!! If you're reading this,answer or i will...i will not buy your book!!!
Suggestion: When you select the type of materials to be used when crafting a weapon or clothing, you should be able to see somewhere what are the multipliers applied by a certain material. Right now, every time I'm making a shirt, I need to go to the wiki page to check which of my leathers to use for better sharp protection, since I have no information in the game about this. (other than searching for every material in my stockpile and clicking details on each one of them)
Change settings for the shelf and the temperature items whilst they're still in their blueprint form. This includes a paste function for the shelf, preferably.
This would make management somewhat easier and reduce resource- and time-wasting.
Being able to split screen view of different colonies would be awesome! Would be nice on one monitor and even better if allowed over multiple monitors. I figure it would be cheap as the actions are already happening simultaneously in the different colonies they just aren't being displayed so the option would just enable the vidoe of each.
Placing a heater in a room (or connected set of rooms by vent) that already has a heater sets the target temperature to what the other heaters in the same room (or connected set of rooms by vent) are already set to. Same with coolers.
That way I'll stop accidentally leaving one of my freezer coolers at 70 degrees F. :D
Hydroponics that do not require a sunlamp.
If visiting caravan members are starting to starve, the caravan should bypass the checks and depart immediately.
Like they already do if the temperature gets too high.
As in title. Would propably need to have less mechs and less bugs than regular ones to accomodate for balance.
Let us set up a reminder in x (ingame) days/months/seasons/years.
So you can write a note to your future self like: "Check crops"
A smart hydroponics table, that has a built-in sunlamp. 2x1 in size and can grow any of the other crops grown on the other one. This should be a research beyond normal hydroponics and will help save space and electricity in a base that needs a small indoor farm. For example, a cavern colony that wishes to grow some herbal medicine indoors and does not have the capabilities or capacity for a large farm with a sunlamp that consumes disgusting amounts of electricity.
I've played enough to be called as good player. So I have some ideas:
1)First one is some raid's rebalance: sappers are most dangerous raiders and cause majority of the players' loses but have 0.8 R's value while siege provides colony with easy mortars, meals and components(and has 0.6 R's value). I suggest increase siege's R's value to 0.8 and decrease sapper's to 0.6.
2)Second one is add some logic for animals who are hunting, add them areals 'cos this's not good when wargs or wolves go through the whole map to kill another deer while having fresh corpse on the map.
3)Third one is some mechanoids' rebalance: scythers should have speed at 5.0 and lancers should have 4.5 'cos of their body structures.
4)Add "Hit the dirt" ability: pawn will gain 20% received accurasy and will move with 10% speed.
This game desperately needs a way to unequip items that are equipped in a caravan (reverting them to inventory) or equip items that are in an inventory while out in an encounter screen. I have run into a lot of issues with the inventory system as it stands, and I think there are a lot of quick fixes that people have already been trying to mod into the system, that really wouldn't take long to handle at the source.
@ArchReaper95
(https://cdn.discordapp.com/attachments/290815128230690817/544210141646422017/equip_caravan.gif)
That's already a thing.
aiming time proportional to distance of the target plus a base value
..looks cheap to me but gameplaychanging, i know
If vanilla XML Defs had Name attributes (<ThingDef Parent="..." Name="MealSimple">...<defName>MealSimple</defName>....</ThingDef>), then a modder could base XML off of the vanilla items that would pick up more changes other modders make.
As an example: If I could make my BigShelf use <ThingDef Parent="Shelf">...my changes, etc...</ThingDef>, then when another modder changes Shelf to add a Comp, I wouldn't have to do ANYTHING for compatibility to kick in - my BigShelf would automatically pick up the new Comp!
All it would require is updating the XML, and wouldn't change any gameplay. A simple script could handle the change.
--LWM
I don't know if it's "cheap" but I've quite often thought it would be really good to be able to do that even when they're not on a caravan.
Quote from: Mehni on February 12, 2019, 07:58:26 AM
@ArchReaper95
(https://cdn.discordapp.com/attachments/290815128230690817/544210141646422017/equip_caravan.gif)
That's already a thing.
I'd like to play with mod in which you can conquer the other settlements. Features:
1) Each settlement should pay you taxes in silver (will be sent in transport pods)
2) All settlers of colony can't be controlled by you directly and by priority orders, but you can call for them like you allies
3) You can see all info and states of each settler like on world map UI (like when you observe your caravan status)
4) Some settlements may rebel against you sometimes and if you won't suppress it they will separate from you
Just a few oversights/suggestions I've run into today. These may even be bugs as I haven't actually checked any of them, but I doubt it.
1. Mining smoothed stone doesn't count towards mining skill and doesn't use characters' mining stats (and thus takes a long time). I feel like this should be treated as regular stone.
2. When a colonist becomes incapacitated while in a bed, they can't be made to drop or unequip weapons or gear in any way that I've found. This is very inconvenient and feels unrealistic.
3. I'm having issues with colonists training tamed animals when those animals are not marked to be trained. Still trying to figure this one out. However, colonists who gain joy/satisfaction from handling animals should be allowed to train animals as a recreation, even if those animals are not marked to be trained. I think this would be a nice addition and has story potential.
4. I kinda want giving flowers to a lover/partner/love interest to be a thing. Could just be a line under the social tab, or it could involve the pawn actually going to a patch of flowers.
All these suggestions are based on the most recent version, which I've not played extensively yet, so please excuse me if any of this is irrelevant.
Let us set what to store on each side of the shelves.
When you select a wall for deconstruction, there could be some kind of indication if the roof will collapse. For example, when you use the deconstruction selection box, the tiles where the roof would collapse could turn red, or perhaps an exclamation mark in the affected tiles etc.
It'd be very nice if we could deconstruct by type, for example when you select a power conduit then press X (deconstruct), then it should not only deconstruct the selected conduit, but the deconstruct tool itself should be activated, with the exception that now it only selects conduits.
This way you could easily deconstruct all conduits in an area, without selecting anything else.
Even better, if on top of this somehow you could set what to select for deconstruction in the tool itself, perhaps some usual tick-boxes.
The deep drill could have a settings UI like other production facilities, where you could restrict what to mine and at how much to stop.
When you put down the deep drill first, you don't know what's below. This way you wouldn't mine more than you need from any given resource by accident.
The path-finding needs some rework, I mean look at this screenshot. It's evident that you have simple meal next to the door, pawn still goes to grab the one in the back.
[attachment deleted due to age]
Alarm for the misc category. Simple, one tile structure, like the fire-foam popper.
In an area around it, it detects hostile forces, and sends the pawns to it on high priority, kind of a "call to arms".
This could be greatly used for example near prisons, if there is a prison break.
Hotkey to select all forbidden items across the map.
When you build something, it shows you in numbers how much resources it will cost, next to the cursor. It'd come handy if I could see in parenthesis perhaps after that number, how much do I have in overall of that given resource.
ie. marble table: 28 (571)
When you build walls and conduits simultaneously, the conduit doesn't get built and the blueprint is just gone. It'd be better if it stayed in the queue.
A simple "select all" button on top of the area columns, because let's face it, that part of the UI will definitely change in the future anyways. Oh, and of course, because it's a pain in the ass to select everyone if you have dozens or more pawns.
[attachment deleted due to age]
For the order menu a new tool, priority. Just like the other tools, you could select across the screen, anything under building gets selected. You could set low/normal/high priority.
Use some indicator to differentiate between different priorities, so the blueprint of the building is blue like it is now when on normal, perhaps a red down arrow shows if it's low priority, and a green up arrow if it's high priority.
Rebuilding the coolers should auto-set their temperature to the previous one
I'm talking about the auto-rebuild feature, as of now if your cooler gets destroyed, pawns rebuild it, however, the temperature defaults back to 21°C.
Deep water pump building. Or add research/upgrade to the moisture pump, and give it a setting if it supposed to pump out moist/deep water.
Restricting movement should reset pawns' movement queue.
If you check the screenshot, you can see the pawn is set to go outside. Now if you restrict the movement to the house for example, he will still go out first, finishing his previous task.
[attachment deleted due to age]
Keep prioritized work.
So when you click a pawn then give an order with right click -ie. cut plants in case of a blight-, then pawn will cut a single plant, then goes back to whatever he was doing.
Instead, there could be a button next to the "Clear prioritized work", something like "Repeat prioritized work".
Clicking on it could cycle between forever/until no more jobs/don't repeat.
derped, you might have had an impact if you were here before the "release", but as it stands I doubt Tynan will be implementing a lot of changes. He spent many years developing this and I'm guessing he'll only do gamebreaking/tedious bugs unless he finds free time.
Quote from: vzoxz0 on March 06, 2019, 07:55:33 AM
derped, you might have had an impact if you were here before the "release", but as it stands I doubt Tynan will be implementing a lot of changes. He spent many years developing this and I'm guessing he'll only do gamebreaking/tedious bugs unless he finds free time.
Thx man, I was afraid so, when I saw these threads are basically dead now.
Nevertheless, I'll post some ideas now and then, when I run into something.
Automatic rebuild of roads could come handy and would make sense, since we have the auto rebuild for structures as well.
Clicking on the "Colonist left unburied" debuff should jump to/cycle between the affecting bodies.
[attachment deleted due to age]
"Do until you have the number of Colonists"
This could come handy in case of apparels for example, so just tell it to produce as many tuques as the current number of your colonists.
Pawns should always prioritize finishing the unfinished items with less work left.
For example, you have 2 sculptor's table, making grand sculptures.
Both table has an unfinished grand sculpture, one has 800 work left, the other 1.
Pawn seems to stuck on the table he started working on, even after interruption, he goes back to finish the 800 work left first.
Even worst, after he finished, instead of going back and finishing the 1 work left sculpture, goes on and starts a completely new one :)
When you do an operation, show the remaining number of body parts you have -minus the ones already waiting for operation- in the parenthesis, ie. Install bionic spine (spine +3 or spine 3 left etc.).
[attachment deleted due to age]
Show currently idle colonists in the work tab.
The simple "idle" icon next to the copy icon would be perfect.
Select all items with double click should always select the ones closest to the cursor.
The double click will only select 80 items.
If you check the attached screenshot, due to the 80 cap, if I double-click on one of the bottom traps, it selects the bottom-most 80 traps. However, if I double-click the top-most trap, it will still select that, and all the rest of the 79 traps in the bottom.
Because of that, you can only select other traps, if you zoom in on a different part, makes it somewhat tedious.
If it was up to me, I'd remove the 80 cap altogether, so selecting could select all items across screen. But if the limit stays for some reason, at least make it select the 80 closest items to the cursor.
[attachment deleted due to age]
Auto-harvest button on Hydroponics basins (in other words being able to turn off auto-harvesting on them).
If a caravan is less that a day away from its destination, show the approximated time in hours, not in days.
I second that, gave me the idea that on the world map it could also indicate it where will they stop on the path.
point A o--------|----------|-----------|-----o own city ('|' is for the daybreak)
09:30 17:30
Fixed in-wall autoshotgun turret. Very limited fire arc, limited range (ofc! it is shotgun), impossible to avoid or walk around, well protected.
can you make it so jobs from workbenches get an option to choose where they take their rescources from?
default would be "everywhere/nearest", but can be set to specific stockpiles
When you selecting multiple building plans/unended buildings it's shows count of work and resources needed to end it
Some dog breeds not only have a social aspect, but they have a comfort aspect when resting. I know huskies in particular enjoy a small tight den for the rest periods. They are at the most comfortable when that is available to them.
I wonder if there could be a negative mood buff for huskies if they don't have small tight rooms for them to rest in (something like a 2x2).
Quote from: cruntjamman on April 10, 2019, 10:43:06 AM
Some dog breeds not only have a social aspect, but they have a comfort aspect when resting. I know huskies in particular enjoy a small tight den for the rest periods. They are at the most comfortable when that is available to them.
I wonder if there could be a negative mood buff for huskies if they don't have small tight rooms for them to rest in (something like a 2x2).
animals don't have mood bars...
Visible timer for time limited events (trade route, cache, captive, etc) or other reminder.
Also way to tag or hightlight its position. Especially userful for trade mission.
Order to remove floor in the main orders menu.
Order to remove wires and only wires (main orders also).
A way to designate a zone that colonists will clear of large obstacles and plants. (Do not suggest using flooring)
A forced order to carry a wounded, but not a fallen colonist. (Yes, the guy who barely kicks and probably will die when he is caught. Instead of falling and being saved)
Quote from: Prolbo on April 20, 2019, 07:33:57 AM
Visible timer for time limited events (trade route, cache, captive, etc) or other reminder.
Also way to tag or hightlight its position. Especially userful for trade mission.
Order to remove floor in the main orders menu.
Order to remove wires and only wires (main orders also).
A way to designate a zone that colonists will clear of large obstacles and plants. (Do not suggest using flooring)
A forced order to carry a wounded, but not a fallen colonist. (Yes, the guy who barely kicks and probably will die when he is caught. Instead of falling and being saved)
These are all amazing suggestions...
+5
Quote from: Prolbo on April 20, 2019, 07:33:57 AM
Order to remove wires and only wires (main orders also).
There's a mod called Remove Conduit or something like that?
Quote
A forced order to carry a wounded, but not a fallen colonist. (Yes, the guy who barely kicks and probably will die when he is caught. Instead of falling and being saved)
There's a new mod I just saw recently that does this, too.
So clearly, ppl agree ;)
Also, visible timer is gold! And visible indicator on the world map would be gold, too!
I kind of feel like a UserInterface mod for a bunch of ideas on here might be reasonable...
i think that could be a good decision cause then you could add chills that make a person learn that skill slower,40% then 10% and then passions should be reworked as well 110% and 170%
Post your ideas below!
Prevent skill decay from occurring when the pawn has worked on a task using that skill in the last 8 hours. Losing a skill level overnight when a pawn is already doing one skill and only that skill all day is super frustrating.
Also, add a toggle on transport pod launchers to automatically rebuild the pod when it's launched.
Quote from: Ashe on April 21, 2019, 08:37:14 AM
Also, add a toggle on transport pod launchers to automatically rebuild the pod when it's launched.
+1
update the game in any way
Allow Bionic Spines give more Carry Weight as in allowing more Mass Carried as a buff...
They are only good for just removing bad backs rather than something else unlike the bionic hearts, stomachs or other bionic parts.
Quote from: Kirby23590 on April 25, 2019, 10:59:00 AM
They are only good for just removing bad backs rather than something else unlike the bionic hearts, stomachs or other bionic parts.
I think that's the idea. They give you the ability to remove a nasty, debilitating affliction that can't be removed any other way (except healer mech serum)
Quote from: Limdood on April 25, 2019, 05:38:43 PM
I think that's the idea. They give you the ability to remove a nasty, debilitating affliction that can't be removed any other way (except healer mech serum)
Yeah i only build them in the fabrication table for removing bad backs or shattered spines, i mostly use mech healer serums in vanilla or going to mystic shamans from More Faction Interactions to remove brain scars.
I would really appreciate it if vents and coolers that were places vertically were changed to 'connect' with wall textures. They look really strange and unappealing as it is. A quick-n-dirty example of what I mean is attached.
[attachment deleted due to age]
Quote from: Ashe on April 27, 2019, 08:11:22 AM
I would really appreciate it if vents and coolers that were places vertically were changed to 'connect' with wall textures. They look really strange and unappealing as it is. A quick-n-dirty example of what I mean is attached.
That's really minor visually... And there mods that replace or make them redundant or better alternatives while being more expensive to build...
Centralized Climate Control (https://ludeon.com/forums/index.php?topic=34346.0)while having them expensive for building them. They have wall mounted vents and network-like air cooling or heating systems....
Quote from: Kirby23590 on April 27, 2019, 02:56:51 PM
Quote from: Ashe on April 27, 2019, 08:11:22 AM
I would really appreciate it if vents and coolers that were places vertically were changed to 'connect' with wall textures.
That's really minor visually... And there mods that replace or make them redundant or better alternatives while being more expensive to build...
But it certainly qualifies as an easy, cheap fix that the original could use. None of the mods are just retextures? Do they have licenses that would allow one to just put the textures in a separate mod? Can you give links?
--LWM
@LWM
Sure....
But here's some mods that change the vents (http://heres)and coolers (https://steamcommunity.com/sharedfiles/filedetails/?id=1430093399)to not look out of place on the walls visually instead...
The problem. It's only in Steam while the original ones (https://ludeon.com/forums/index.php?topic=14177.0)are still for B18 or A14 and A17 for Non-Steam...
Pawns: Social tab. Move dead relatives (no matter friends or foes) to bottom of the list. Separate from living with double line. Remove dead relatievs from the list after 1+ year. THANK YOU.
Changing the message given for when you get faction rep for healing a guest/releasing a prisoner from "x left the map healthy" to something more like "x left the map alive", as in my experience they don't really need to be healthy at all, just able to hobble themselves off the map, so giving that message and saying healthy is a bit misleading if the first time you did have them at full health and use that message to inform how long you keep prisoners etc to get the rep.
Here is a genuinely cheap suggestion, but a great quality-of-life possibility:
In the Form Caravan screen, sort the pawns by their actual order at the top of the screen.
I always sort my pawns by shooting ability, and in a caravan I tend to put my best shooters. I'd like to just grab the top 8 or 10 pawns off the list, but instead they're in some kind of weird random order, so I have to repeatedly alt-tab to note the names of whom I want in the caravan in Notepad, then select them in the caravan screen.
It would be so great if they'd be sorted in my normal pawn sort order (or at least if that were an option, if not the default) so I could just check off the top ones.
And for Caravans when starting one...
Allow us to see the Food Restrictions on the Pawns and Colonists at the right and let us easily change their Food Restrictions to let them eat the Caravan Food that we are bringing since we mostly forbid them to eat them in the Freezer at the colony.
It would be easier and QOL life thing to do instead of going to their Info icon and going to the Pawn's food restriction tab and picking their that they can eat the Pemmican and the Survival Packaged Meals that they bringing in...
Quote from: Kirby23590 on May 09, 2019, 09:36:37 AM
Food Restrictions.
Wait, we can give the colonists
food restrictions?!?
Oh that is awesome!
--LWM
Well what i mean't is allow us to edit our Food Restrictions on Caravans... Silly...
Food Restrictions was a thing in B19...
Here's the images that i was trying to meant here for Food Restrictions in Forming Caravans...
old
(https://i.imgur.com/MsQJYcL.jpg)
my suggestion (Excuse my photoshopping abilities)
(https://i.imgur.com/ub6WPll.jpg)
With that, i makes making the caravaneers allowing that they can and are allowed to eat the pemmicans now in the caravans a breeze...
Add the ability to build stone floors on bridges ( we can already build stone walls)
Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.
So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.
Here are some examples:
• Barbed wire: A building that slows down movement.
• Molotov cocktails: Grenades that start fires.
• Assassin: A raid from one super-powerful raider.
• Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
• Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
I have two suggestions, although one could be met by doing the other. Both should be a a "cheap" idea, I think: 1. Allow us to duplicate Drug Policies in-game.
For Example: I use mods to add new medicines, and create a drug policy for each situation they might be used. However, I also have some changes that I make every time, so anything that could help avoid the repetition and improve management would be fantastic.
2. Allow us to set defaults that will be used every game.
"Defaults" examples:
1. Setting Work priorities (I use the "Prepare Carefully" mod, so I have specific colonists I like to start with.) But even without the mod, I always set certain priorities higher than others automatically.
2. Setting Animal training default values.
3. Setting Armor/Equip default values.
4. Setting "Lavish" and other food priorities (what is ok to eat and not).
All of the above are examples of the same changes I manually make every time I start a new game, so I would *LOVE* an option to let me apply a set of values that every game would start with automatically.
Thank you for your consideration.
I
Steam Achievements; :)
Add aquatic and semiaquatic animals. Semiaquatic animals would have speed boost when moving in water and in swamp.
Pawns with the Bloodlust trait gain Joy/Recreation from killing enemies...
And Those with the Masochist trait gain Joy/Recreation when getting injured...
I don't know if the Bloodlust Trait Gaining Recreation or Joy from killing, exists already.
Hi all!
I would love to see a positive buff for a colonist receiving bionic eyes, after previously being blind (e.g. I CAN SEEEEE! +10).
For a while now, one of my colonists, Rissa, has been blind, with one eye having been cut out, and the other shot out. She was like this when she joined our colony, and I've always felt very sorry for her. My goal was to restore her sight, and we've finally been able to install one bionic eye (we're still working towards the second). I found it odd when it had no effect to her mood to have restored sight, after being blind for so long, so I would love to see it give colonists a positive mood buff!
Quote from: Kirby23590 on June 16, 2019, 10:04:56 PM
Pawns with the Bloodlust trait gain Joy/Recreation from killing enemies...
And Those with the Masochist trait gain Joy/Recreation when getting injured...
I don't know if the Bloodlust Trait Gaining Recreation or Joy from killing, exists already.
they already both get mood boost (which i assume is what you mean by joy?) along with a few other perks (notably, bloodlust doesn't get mood penalties from seeing dead bodies or wearing human leather, and masochist doesn't get mood penalties from injuries (they get the boost for the same amount instead)).
Recreation is currently only gained from sustained activities, and they slowly gain it over the course of doing the activity, depending on tolerances. Since killing someone is an instant event, it would award nothing...+100 recreation per second for 0 seconds is still 0 recreation. And since being hurt is an INCREDIBLY long duration (or permanent) condition, it would similarly not make any sense to award joy, as it would either max out their recreation forever, or it would max out their recreation once, and then be stuck at 100% bored tolerance forever, doing nothing.
Both of these two traits seem to do what they need to do already, without trying to make them work with the recreation system, for which the traits or the recreation system would need to have significant adjustments applied to them in order to make work.
I have a realy simple idea that I'd like to see implemented.
Current problem:
When 2 or more events that give an event notice on the side of the screen happen pretty much at the same time (or quite fast after each other) and you don't pause the game you can accedently click away the wrong notification, becouse the new one pushes all the existing ones one space up.
How to fix this:
Instead of the new event being added on the bottom and pushing the old ones up, jut let them stack ontop of each other adding the new event on top so that old event notifications don't change thier place.
I know it's such a small change that it bearly matters, but I'd still like to see this change in the game.
Quote from: Prologue on June 23, 2019, 01:42:24 PM
I have a realy simple idea that I'd like to see implemented.
Current problem:
When 2 or more events that give an event notice on the side of the screen happen pretty much at the same time (or quite fast after each other) and you don't pause the game you can accedently click away the wrong notification, becouse the new one pushes all the existing ones one space up.
How to fix this:
Instead of the new event being added on the bottom and pushing the old ones up, jut let them stack ontop of each other adding the new event on top so that old event notifications don't change thier place.
I know it's such a small change that it bearly matters, but I'd still like to see this change in the game.
They already addressed this with the history tab....they added a "messages" tab to the history menu so you can see any messages you may have accidentally or prematurely clicked away. Admittedly, it doesn't "fix" the problem, just allows you to roll back the mistake, but it is an option for if you click away a message if you didn't know about this already.
I'm not a developer or anything so I don't know what is or isn't cheap - but how about the option of making ships so you can cross oceans?
Or, in the tutorial screen when it suggests where you make your first settlement, it stops letting you do that on a literal island with no other settlements xD
Quote from: Joshow on June 25, 2019, 03:43:16 AM
I'm not a developer or anything so I don't know what is or isn't cheap - but how about the option of making ships so you can cross oceans?
Or, in the tutorial screen when it suggests where you make your first settlement, it stops letting you do that on a literal island with no other settlements xD
The ships thing is a viable idea, but not exactly a cheap one!
The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.
There is probably a mod for this, but as I really like the vanilla game and I would imagine it's "cheap"...
I'd love to see a button for only mass-ordering to cut/harvest fully grown trees, bushes, wild healroot and the like. Particularly in biomes with limited wild growth, this would be great. For some reason it's often hard to tell from their look which trees are fully grown and which are not, so I end up clicking on most of them to find out. Or give up and mark a whole ton for cutting, which will select loads of 60% and such.
A search field for items in the Storage zones would be grand too. I often spend a good deal of time trying to find whatever I'm looking for as it's not always intuitive where items are 'stored', and there are a lot of various types of items.
This may not be "cheap" in the sense wanted, but I would really love a mini-map that can be toggled on and off. Although the maps aren't huge (I play on standard size), I tend to have the game somewhat zoomed in so I can see more details (I love just watching the guys doing their thing). When I'm looking at some animal kill or something away from my base, it's almost absurd how often I happen to scroll in the 'wrong' direction when trying to re-locate my base. So I need to zoom way out -- oh, there you are -- then zoom back in at the base. It could be pretty simplistic, just draw the outlines of the base or something, but merely the ability to click on it and quickly go back to base would be great.
Quote from: Tynan on June 26, 2019, 05:58:24 PM
The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.
In the spirit of this thread, and addressing the question...
What about a pop-up alert when you select a colony starting location in a new game that has no other (friendly?) faction bases able to be reached overland?
Quote from: Pangaea on June 27, 2019, 04:11:55 PM
There is probably a mod for this, but as I really like the vanilla game and I would imagine it's "cheap"...
I'd love to see a button for only mass-ordering to cut/harvest fully grown trees, bushes, wild healroot and the like.
More Harvest Designators!
It's v lightweight, and this one is a relatively simple one. I THINK it gets all of those? I use it for fully-grown trees.
QuoteA search field for items in the Storage zones would be grand too. I often spend a good deal of time trying to find whatever I'm looking for as it's not always intuitive where items are 'stored', and there are a lot of various types of items.
Rimworld Search Agency
This is a heftier mod that also includes Hauling Hysteresis, which I find *quite* useful, but that's me :)
I don't use minimaps, but I know there are multiple options out there...
Which is all to say, yes, quite right, mods out there!
--LWM
Thanks for the mod suggestions. I've downloaded them. Would still love to see this in the vanilla game, though :)
Another cheap idea: I'd like to see more stats for the colony as a whole. There is a TON on each person or animal, but very little for the colony. Some things I'd like on that page: amount of people kidnapped ( :-X ), and amount of enemies (and mechs, animals?) killed. These numbers would also include whatever killed, kidnapped or otherwise missing pawns have done. So not just a sum of the relevant stats for present pawns.
Hardly groundbreaking stuff, but it's small things that would make the game even more enjoyable for me -- especially when you manage to survive for a few years, with changing staff.
Another tiny thing, since I've started using the collapsed item categories on the left part of the screen: Could you make the game remember the state of each category? That way we won't have to expand the same wanted categories each time (medicine and such), while battling with the auto-scrolling with the mouse on the left side of the screen :P
Hmm, I'm cross posting this from reddit as I didn't want to make a whole new thread, but I suspect this idea is not that cheap.
Reduced gear variables
In the current system of item tiers (poor, normal, good, etc), item % health, and item material type we have three redundant effects. The downsides of this are poor inventory/stack management issues as every garment occupies a singe cell(!), and when interacting with traders the large amount of clicking required to sell off 20-30 different parkas that are of slightly different material, tier, and %.
Proposal: Make gear stats rely on fewer variables. Percentage and quality could easily be rolled into one without disrupting flavor and game flow.
- When rolling for item quality upon creation, all items that would be legendary would be 150% instead. I.e: 150% (Legendary), 140% (Masterwork), 130% (Excellent), 120% (Superior), 110% (Good), 100% (Normal), 90% (Poor), 80% (Shoddy), 70% (Awful).
The benefits of this change would:
- Make the value of high quality gear more desirable in not only its protective value but its longevity, and would make staving off the negative though of worn-out apparel much more difficult with crap wares.
- Instead of relying on mechanics like "Tainted" damage imparted to gear during combat would make gear much less valuable, turning raiders into swiss cheese will leave very little of use behind. Yet if a masterful headshot takes a raider's head clean off of a pristine set of marine armor, that's great news for you.
- The amount of possible item instances is DRASTICALLY reduced. Instead of having 900 possibilities of a single cloth tuque (1-100% in 9 tiers = 900 possibilities) we instead have 150 possible cloth tuques. This also nudges us closer to better stockpile management/trader interaction/QoL.
- Fix some pawn behaviors where they refuse to wear clearly superior armor, or when they refuse to remove worn-out shield belts.
Additional options for further reducing variables:
- Certain materials could be simplified and compiled even further (I'll make another post about that). And/or materials only impart +/- effects to an item upon crafting. Lightleather would grant apparel -20% whereas Thurmbofur gives +20%. Wood and stone are poor choices for sharp weapons (-20%), but decent for clubs and maces. Plasteel makes everything better (+20%). Something like that.
- Simplify gear percentile status. Compress the devaluation of gear into fewer stages, as appose to having 1-100% with a tick on every single interval, make gear devalue in 5% stages and change the devaluation & damage rates to compensate
^^ Just a minor nitpick: some of those categories don't exist any more (shoddy, superior iirc).
Quote from: Tynan on June 26, 2019, 05:58:24 PM
The ships thing is a viable idea, but not exactly a cheap one!
The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.
I'm not a developer neither, but what if drop pods could travel faster while flying over the sea?
Button for turning not ended walls/doors into plan and button for turning plan into building.
"not ended walls/doors"?
Watchtowers. PLEASE
Purpose - to help colonist defend against raiders/mechanoids/mad animals from a safe position and distance early in the game a snipe-off doomsday rocket/triple rocket raiders in the late-game
Pros:
- Colonist can shoot over walls
- Slight yet proportionate range-increase for ranged weapon when pawn is on watchtower
Cons:
- Colonist can be shot at (Even over walls) (Commonsense)
- Walls adjacent to watchtower only provide protection equal to that of a sandbag for colonist on the watchtower
Notes:
Doomsday and triple rocket-wielding raiders can be a hassle in the late game. A good sniper on top of a watchtower would greatly benefit from the (proportionate) range-increase and hit that raider before he can do some real damage.
Watchtowers would really just be a fun addition to the game. Seriously.
One simple text edit for the quality weapons descriptions could make it more helpful-er to player to understand what it is...
So Modifying the description of the Quality Stat should be a cakewalk.
Quote
An item's quality is how well-made it is.
There are seven different types of qualities.
Awful, Poor, Normal, Good, Excellent, Masterwork and Legendary.
Adding that would help out to easily know the lines of those qualites and it's really one of the cheapest things i have ever made, from July 09, 2018... ;D
Quote from: Gyrocopter445 on July 17, 2019, 05:30:45 AM
Watchtowers. PLEASE
[...]
Cons:
Is it a pro or a can if the raiders decide the watchtower makes a really good target for the rockets? Pawns, of course, cannot climb down quickly, so ....boom?
--LWM
Quote from: LWM on July 18, 2019, 12:06:40 AM
Quote from: Gyrocopter445 on July 17, 2019, 05:30:45 AM
Watchtowers. PLEASE
[...]
Cons:
Is it a pro or a can if the raiders decide the watchtower makes a really good target for the rockets? Pawns, of course, cannot climb down quickly, so ....boom?
--LWM
For some reason these people seem to think that a watchtower sniper will get something like +50-100% range, when, even if it were implemented, it would probably closer to something like +10% (or 4 tiles more) and they also somehow think that their sniper wouldn't be rushed and targeted by the entire enemy raid before he can climb down.
Plus unless the whole base is ringed with watchtowers (in which case, you're not asking for watchtowers, you're asking for embrasures with super duper bonus range), that sniper is going to get torn apart in seconds as the pirates suffer the first shot, and by then all their assault rifle and hunting rifle, and THEIR snipers, and possibly even their LMG and Heavy SMG gunners are in range of your COMPLETELY EXPOSED SINGLE PAWN who, in the time it took those pawns to walk the 8-15 tiles it took to cross from your sniper's max range to their max range, hasn't even finished his weapon cooldown after his first shot and is getting subject to at least 1 volley from everyone with a 27+ range weapon in that raid (which, BONUS, includes the rocket launchers!)
Quote from: Gyrocopter445 on July 17, 2019, 05:30:45 AM
Watchtowers. PLEASE
Ummm... I think that's no cheap idea.
Compared to just a text edit on a description, and boats and z-levels ain't cheap ideas either. I did encounter some mods that added watch towers like real fog of war, but doesn't increase range, only helps out for looking out whats hiding in the fog of war.
But i think you can tell Ludeon to decrease the chance of raiders appearing rocket launchers or add a simple rocket launcher which is cheaper and weaker but common sight with rocketeers while making the doomsday rockets ultra rare sight or tweak the rocket ranges. ;)
Good though from carcinoma removal.
It's almost impossible to beat cancer in the middle worlds, and treating cancer must seriously improve mood.
I think i had something that farted in my head...
But this one i think, fits for the Masochist Trait.
When someone is disfigured, They get a Minus -15 from those others...
But however if someone has the Masochist trait and finds Lumi with a Scar in her eye, they will think that she looks cuter
with that scar or with them being disfigured and they get a Masochist likes Disfigured +15, liking them more.
Alright that might make no sense from my stand point or just weird to your eyes, at least makes the Masochist trait a bit more unique and weirder including special that way.
The little details...
Sometimes the game is touchy on scrolling with the mouse wheel. For instance when you are in the Gear tab and have a scrollbar. Try to scroll while hovering over the Apparel section and the main game window will zoom in and out. Mouse the pointer over Overall armor section, and now it works to scroll within the Gear window.
I'd like the game to be less touchy on stuff like this (it happens many other places too), so if I have the mouse over a tab and there are scrollbars, the game should scroll if I use the mouse wheel. If I have the mouse pointer in the game window it should zoom in and out - like it currently does.
Quote from: Pangaea on August 03, 2019, 03:36:34 PM
The little details...
Sometimes the game is touchy on scrolling with the mouse wheel. For instance when you are in the Gear tab and have a scrollbar. Try to scroll while hovering over the Apparel section and the main game window will zoom in and out. Mouse the pointer over Overall armor section, and now it works to scroll within the Gear window.
!
I had no idea the scroll wheel worked at in that window at all!
This is the sort of detail that makes for a very polished, high quality feel. RimWorld is pretty good about that in general, but I would love to see this change!
--LWM
Quote from: Tynan on June 26, 2019, 05:58:24 PM
Quote from: Joshow on June 25, 2019, 03:43:16 AM
I'm not a developer or anything so I don't know what is or isn't cheap - but how about the option of making ships so you can cross oceans?
Or, in the tutorial screen when it suggests where you make your first settlement, it stops letting you do that on a literal island with no other settlements xD
The ships thing is a viable idea, but not exactly a cheap one!
The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.
It could be relatively cheap, just allows caravans to cross water if the caravan party contains enough raft items for the caravan party size. so just like bedrolls being rolled up you can make rafts that allow you to travel across water, albeit a bit slower. i don't know?
Also, i know its in the wrong place, but is there any future for multi core compatibility? nearing late game the game will start to jitter a bit and my PC is pretty damn good spec :/
Think some auto-pause functions would be really handy. Especially for raids...
Sometimes I like to play my own music in the background, which does not always play nice with sudden drop pod raids. "Why are suddenly several of my guys downed and on fire??"
Touching on raids, I'd love the ability to carry wounded pawns to hospital, instead of waiting until they bleed out enough to faint, at which point it may be too late to actually save their life.
Quote from: Pangaea on August 15, 2019, 04:44:03 PM
Touching on raids, I'd love the ability to carry wounded pawns to hospital, instead of waiting until they bleed out enough to faint, at which point it may be too late to actually save their life.
There's a mod called "Down for Me" that allows this.
--LWM
A small hopefully cheap idea:
Please add a build transport pod button when we have the pod launchers selected. That way we won't have to go into the Misc menu every single time, which is a little grating on these mineral resource travels.
(https://i.imgur.com/RlZZbFH.png)
Quote from: LWM on August 30, 2019, 04:17:23 PM
Quote from: Pangaea on August 15, 2019, 04:44:03 PM
Touching on raids, I'd love the ability to carry wounded pawns to hospital, instead of waiting until they bleed out enough to faint, at which point it may be too late to actually save their life.
There's a mod called "Down for Me" that allows this.
--LWM
Cheers, I may try out that one in the next save then. Just to keep things the same for now.
Oh, that's a very good idea. Of course there should be a button.
As far as Down for Me goes, it's safe to add; it's a user-activated-only bit of logic.
How about that?
Crafting neutroamine from Raw Fungus of Agarilux mushroom.
And also add "Agarilux Rocks" item in Long Range mineral scanner. (which finds place with example chances 25%- 0, 25% - 1 Mushroom, 25% - 2, 12,5% - 3 , 12,5% - 5)because scanner finds rocks it grows on, not the fungus)
For more fun, also add chances of spawning insects (not many)
Crafting recipe
(5 Raw Fungus+ 50 chemfuel + 5 plasteel (bottle) + 50 silver (chemical reagent) = 50 Neutroamine)
Recipe Cost: 5,5 + 50*2,3 + 5*9 + 50 = 215,5
50 neutroamine costs 300.
Anyone, who can make that mode for me, i'm ready to pay.
Jercell looks like not interested at it.
I'm not 100% sure if this is in the game already, but maybe Masochists could provoke other colonists into fights just to get hurt. I think it would make the trait better.
A simple idea that gives a small buff early game:
When you arrive to the planet, the cargo pod just despawn. Instead why not make it not despawnable and use it to have a bad quality sleep and heat? Then you can deconstruct it by obtaining few components. This would be awesome for extreme biomes.
Sparring. Almost the same as social fights, but damage is limited (participants try to contain damage and avoid wounding), pawns may do so for extended period of time, actually gain enjoyment, and improve social relations. Pawns with bladed weapons will not spar with unarmed pawns.
The ability to auto-pause when a colonist goes idle would be fantastic.
Could you please change it so that when there is a party, night owls will actually attend? Unless they happen to have a recreation schedule, they will just keep working. Even if I draft them, put them into the party area, and undraft. Back to work they go :(
Not 100% sure about this, but I think they attend weddings, so if that is correct, just do whatever is in the code for those for parties as well.
Quote from: JaJe on September 24, 2019, 03:17:58 PM
A simple idea that gives a small buff early game:
When you arrive to the planet, the cargo pod just despawn. Instead why not make it not despawnable and use it to have a bad quality sleep and heat? Then you can deconstruct it by obtaining few components. This would be awesome for extreme biomes.
This is really easy to play in the current game! You can edit the scenario and simply add those items into the list of things the colonists start with. No time deconstructing, but you do get the basic effect.
Alerts in the top left corner overlap with the colonist bar.
Suggestion:
Add a clickbox to the left of the alert for players if they want to select the alert and make the colonist bar selectable and fully visible through the alert text on hover.
OR just move the alerts to the bottom right of the screen where they belong.
The sorting mod that I have puts my colonists in order that I sort, and the alerts overlap with the top colonists in each category - and they become unselectable because someone made a masterwork or a tradeship left or whatever.
Surgery /= Nursing
Separate doctor duties into two job categories or tiers. Surgical operations vs tending/first aid. It should be done the same way plants was separated by growing and cutting. My best plants people prioritieze cutting while my up and coming farmers grow.
We should be able to have our up and coming doctors focused on tending while my top doctors do surgeries.
OR
Add ability to limit operation bills to a certain doctor skill level or specific pawn.
Quote from: Krausladen on October 11, 2019, 02:16:42 PM
Surgery /= Nursing
Separate doctor duties into two job categories or tiers.
There's an easily available mod that does that; you might go find it. I think it's called "Nursing" or some such.
Quote
Add ability to limit operation bills to a certain doctor skill level or specific pawn.
Yessss
--LWM
Different reactions of particular tech levels to the solar eclipse. Tribals would get some bad thoughts (like it's a wrath of the gods), industrials and spacers could go out and admire, getting a mood buff, as when they see an aurora.
Just a VR machine, a colonist will go to it, use it, and gain recreation. Only saying this because we need some late game recreation man! We're running outta smokeleaf
Here is a cheap idea: when a statue is created and it is a portraying a specific colonist, by placing it to his/her room would give a modifier (depending on the quality). In this case, an additional text can be indicated like "There is a beautiful statue about me in my bedroom!". Also, it could affect settlers with the "jealous" trait, this can satisfy their ego :)
I know that is not a big thing, but I think this kind of small things implemented could make the game more rich, not to mention it is cheap.
Presumably a cheap idea:
Could you please get us an overview somewhere of the amount of body parts we have stored here and there? For instance as a category on the left side of the screen (food, steel etc). It's always a pain to know how many lungs, bionic legs and so forth we have, especially in large colonies in the late game. We shouldn't have to 'fake' create a caravan just to see these things :)
Idk how complicated it really is, but multiplier for food in meals (Potatoes are more nutrient rich, berries are tasting better), so there is an use of planting different crops. If there is a low mood in my potato-based colony, I can order them to cook berries and get a better mood, as example.
Idea: A noob level of difficulty, that disables parts of the game to make it less complex.
The biggest problem of the game, as I think, is complexity — it is absolutely not noob-friendly.
When I advised the game to my friend, I told him to play an early alpha version, and it turned out a good idea.
So, the suggestion is to make a game mode, that disables some game mechanics, such as, say, temperature and item deteriorating.
It can be like a training mode in Star Craft 2: it disables most of units to make the game easier to learn.
Sweating or Hot + Water = Relief
If a pawn is sweaty or hot and they take a trek through a river, or it starts raining, it'd eliminate the "Sweaty", the "Hot" and the "Soaking Wet" mood debuffs for a while. Maybe it even helps with heatstroke slightly.
As someone who lives in an area where humidity regularly gets to 80 or 90%, let me just say you've never heard whining until it rains and the air is so thick you can barely breathe.
The river bit is probably good, tho :)
I believe there's a mod that has this mechanic - one with biomes based off national parks?
--LWM
I feel that an umbrella, which can be held (or worn as a hat to make it simpler) would help my colonists in the more rainy regions to stay sane.
Ideally it would stop the colonist from getting the soaking wet debuff when walking in the rain.
About Vehicles
Well,I think cars can be built like buildings,move like animals and load things like the transport tank.It should become a support transport system for the transport tank.
Have a small request: Could you please make it so that when you have completed a quest, the items do NOT automatically get forbidden?
After oh so many hours with the game I'm yet to get any of these items without them degrading a bit. Once the quest is completed, I am always busy fixing up people bleeding out, discovering beds in the small rooms on the map, unloading selected items from muffalos, making a zone for them, chopping down some trees -- you get the gist. Lots of things to do, so I keep my eyes on *that* map instead of the main one, where the quest items drop down. If they came UNforbidden, haulers would drag them inside on their own.
I'd rather live with the slight hazzle of re-finding the items later, instead of seeing archotech legs or orbital power targeter or whatever degrade.
Unsure if it has already been mentioned here, not prepared to read through 393 pages of comments, but would really love to see the simple addition of a "Build Cargo Pod" button on pod launchers. It is minor annoyance to have to get into the architect sub-menus to rebuild pods after launching them instead of just doing so directly from the launcher.
There's a mod for the Build-Cargo-Pods button that just got created in the last month. I think it's called "Add Transport Pod" You might look for it.
As far as unforbidden reward items, I second that request!
--LWM
Quote from: ForeverZer0 on November 14, 2019, 07:30:23 PM
Unsure if it has already been mentioned here, not prepared to read through 393 pages of comments, but would really love to see the simple addition of a "Build Cargo Pod" button on pod launchers. It is minor annoyance to have to get into the architect sub-menus to rebuild pods after launching them instead of just doing so directly from the launcher.
I actually suggested this recently, probably a few pages back, so I very much agree :)
Would be grand to not have to fuddle around in the Misc menu for the pods. I do many mining trips in the late-ish game (we always lack steel and plasteel), and especially steel trips require many shipments back home. It's not exactly a show-stopper of course, but beds have direct access like this for related buildings, so it would make sense for the pod launcher to have it too.
Quote from: LWM on November 14, 2019, 10:36:20 PM
There's a mod for the Build-Cargo-Pods button that just got created in the last month. I think it's called "Add Transport Pod" You might look for it.
I made a little personal patch for it myself long ago, but I think it should be a vanilla feature, and not have to be added on with a patch. The game is typically very intuitive in this regard for everything else, it just seems that the pods were forgotten about. I am actually more surprised that it is not already there.
Protheses, bionics, and pacemakers are getting -90% efficiency while solar flare.
Brain chips turns off while solar flare.
Power armor becomes equal to plate while EMI or solar flare.
Power weapon and shields are turned off while EMI or solar flare
Hello, Tynan
The idea is simple and important for better replayability. Refers to the scenario editor.
Add an "offset" parameter to the create the incident function, which will offset the time of creation of the incident by a random value. This is for a more unpredictable scenario.
Example. "Manhunter pack" on day 4 at 18:00 - <intervalDays> 3.5 </intervalDays>
I'll know the time it happens. Exactly. Adding more detalised number (like 3.58192) does not change much.
Now. The new offset parameter, set for 12 hours - <offsetDays> 0.5 </offsetDays>
Will be calculated from -X to X and added to the specified time of the incident.
It's change a lot. I know that the incident will apear on day 4, but now it can be between the 4th at 6:00 and 5th at 6:00.
Maybe in the morning, maybe in the afternoon, and maybe at night. Anything can be! Thats matter!
Example 2. "Toxic fallout" on day 45 - <intervalDays> 45.10635 </intervalDays>
I'll know it will happen exactly time. No problem. Just get ready to that time.
The new offset parameter, set for 15 days- <offsetDays> 15 </offsetDays>
Will be calculated from -X to X and added to the specified time of the incident.
Now I know only thing - it can happen on second month, any day from 31 to 60.
It's change everything for those who playing game by scenarios.
If it is repeated incident then the calculation of the offset occurs anew for next incident after triggering.
And of cource, the <offsetDays> value can't be bigger then <intervalDays>. May be need an autocheck.
Thanks for RimWorld.
Have a good day.
1,手动加农/狙击炮塔:需要电力驱动,殖民者可以控制加农/狙击炮,加农/狙击炮在破坏前殖民者有概率不会受到伤害,对射击能力高的殖民者有加成,加农/狙击炮塔被破坏不会爆炸.
2、战役邀请:(围剿,救援,遭遇战,灭虫)有概率会出现其他阵营的一群战士来到殖民地询问是否加入一场战役,支援战役、救援伤者或俘虏敌对,完成额外目标可以得到额外的赏金,冒险:不会在盟友远行队中供应食物,药物,盟友与敌方战力悬殊。
3、难民队:援助或拒绝,在冬季,有小概率出现一批难民队,它们是一批,家园被毁灭的伤员,一场瘟疫的幸存者的感染者,饥荒幸存者,援助它们,当你殖民地受到大袭击会援助你的殖民地。
This was probably mentioned already but I'll say it just to be sure. Give the ability to click and drag across the arrow buttons in the Trade & Form Caravan list interfaces like you can do with lists of zones and assignments (medicine, response, outfit policy, food policy, drug policy) and other various checkmarks.
Oh yea, and allow changing the food policy for a caravan.
Blueprint rebuilt furniture preserve it's storage/bills settings.
a linkable for mortars that looks like a vitals monitor (uses its graphic), if a pawn uses it then it overrides the aim for mortars (perhaps a button on the mortars that must be ticked?). it would link to up to 2 mortars and need to be manned (3 pawns for 2 mortars), and would mean you could only target squares on the ground - not moving targets. you would then aim with the linkable, not the mortar (maybe?)
but what it would add is that with every shot fired the forced-miss radius would reduce by 1 to a max of (forced miss)/2. Every time the target square is changed it resets to zero (or if the linkable loses power).
linkable would consume power and cease to function if unpowered (but could work in the rain without shorting), and require a new tech to unlock using mortars tech as prerequisite
Ok! After 800+ hours logged these are my suggestions.
-Smelting steel into ingots!! It would just make sense seeing as how you need to carve stone to utilize it.
-Stone or Metal fireplace/furnace...just something between a campfire and a heater...
-Shooting range. To train shooting. (Also recreation)
-A way to train melee ...half the game is combat so training in general would be useful.
-Rice growing in shallow water would make more sense...and look cooler
-River and lake/pond water are totally different colors.. terrain would look better if they were closer in color.
-Starvation I feel like is a little too quick. Humans don't starve that quickly. Sure malnutrition but not full on starvation.
-Corpse obsession should only happen involving lost loved ones. Not random people.
-I'd personally like to see a more logically organized and gratifying tech tree. (I.e. smelting before electricity, and electricity broken down into generator, heating, lighting, ect.)
-Only certain animals should be able to be domesticated. When ever has a random squirrel decided to join your household and start eating out of your fridge?
-Mineable salt. Could be used for fine meals or meat preservation. Would make sense in more way than one.
-On that note, spices (maybe as one single plant type) and salt could be used in conjunction for lavish meals.
(that way you're not using a bunch of food to make a better meal somehow?)
-I'd like to see the addition of wheat. Could tie into beer brewing... would like a more gratifying food crafting system in general. I know this isn't Stardew Valley but a couple additions and combinations could make the game feel a little more... like you're really living off the land. :D
-Doing away with the hydroponic room light. It's frustrating and not realistic.
Ok that's all I can think of without getting too complicated.
Since this thread seems to now be about mod suggestions instead of things to be implemented into the core game, i'm making one request.
Would someone consider making a mod that removes, or at least allows configuration of, the overall health of a pawn? What I mean by this is pawns currently (to my knowledge) die if they have too many individual injuries, even though a core body part (ie head or torso) was not yet destroyed.
The practicality of this request is to allow painstopper implant equipped and/or drugged up pawns to be more useful since they currently can die to a plethora of limb damage, and while I haven't tested it, they may ironically be more durable if they lose limbs because it would remove injuries that affect their health stat.
Quote from: Jalordon on February 19, 2020, 12:32:12 PM
The practicality of this request is to allow painstopper implant equipped and/or drugged up pawns to be more useful since they currently can die to a plethora of limb damage, and while I haven't tested it, they may ironically be more durable if they lose limbs because it would remove injuries that affect their health stat.
But Barbarians are
supposed to die when they stop raging!
Quote from: LWM on February 19, 2020, 02:05:32 PM
But Barbarians are supposed to die when they stop raging!
If the pawns are still on go juice or a similar drug, or have a painstopper, their analogue to rage hasn't ended.
I'm not sure if it would make it too complicated to make it so pain and actual damage both combine to form the pawn's overall health stat instead of what it currently is, and that they could die from extreme pain combined with what would currently be considered fatal wounds.
Oh, yeah, that makes a lot of sense. OTOH, so does not realizing how badly hurt you are b/c painstopper.
But I actually really like the idea. I think the way to handle it is probably through modifying the hediff for each of these things? And yes, you'd have to patch the dying code - and make an extra check when the hediff ends. Maybe someone who has already looked at that section of code might take this up?
The trade screen could have "<$" and ">$" buttons to "buy max" "sell max" as much as the buyer can afford, in silver, just like the "<M" and ">M" buttons for "add max mass" and "remove max mass" in caravan interface.
Roll all of the best QoL mods into core.
Turn on/Off, Vein miner, RimHUD, colon coded colonists bars, etc.
Also, weapon/gear limitation based on other gear (example - some weapon may require exoskeleton/power armor to wield)
Make a quick and dirty Storyteller with the DLC art who focuses on quests. I made a post elsewhere about this.
Also: more layers for pawns so we can mix and match eyes, mouths and stuff like we do with hair. Also give us a body layer and face layer for 'tattoo' so modders can make makeup, war paint, tattoos, scars, body paint or anything else that would make characters look super unique.
Make it so pawns with high passion in a a skill can still use that skill when they have a title (Royalty). Why give up something you like doing just because your a baron right.
Create a fuel category, most flamable things are fuel.
Generators, camp fires, stoves and require fuel and have a drop down where you can remove certain things like clothes, fabric, food, chemfuel, etc.
Allow us to export a mod list from Steam to load into a mod list on the DRM free version. We would still be responsible for actually copy pasting the mods into the right folders, but the point is to make it a lot simpler to test mods on Steam and then import that list in the correct order onto our DRM free version.
Related to this idea, maybe have some kind of a RimWorld Manager, that lets us manage multiple copies of the game for different versions. So one RimWorld Manager that would let me load any of the games I have going on from the same program, like a B18 Medieval colony, a B19 Rimatomics colony and a 1.1 Royalty colony, all loading mods from the same pool of mods into the right version, of the right game, with the right mods.
I can think of more ideas to make avoiding Steam easier for people if you like these ideas.
Use of the Keyboard to move the selection bar between Mods in the Modlist.
Cursors, PageUp and Down, Top, Bottom. Enter or Space to Select/Deselect.
My cheap idea...
Since the Empire pawns have good skills and disallowed traits like the brawler for ranged pawn types...
Give some of this to the raiders in vanilla, like the Mercenary Snipers where they won't spawn with the brawler trait or no Wimp traits for the ancient soldiers. Heck, give some of them like the Man in black 6 or 13 shooting skills and 6 to 10 medicine skills!
:D
- make steel and metals not burnable
- fix surgery
- add embrasures, but more balanced ones. If they have big openings to shoot from, smaller animals/insects should be able to climb trough. Also, if they are not part of a room/bunker (thus, no roof), pawns should be abelto climb over.
- add item equip limits by other apparel type (minigun requires the pawn to have power armor, etc..)
- add variables to AI colonies (walth, defenses, population) and have them react properly to those. A colony with low pop won't send raids until they recover.
Make extreme fog weather that makes all fire weapon useless due to lack of sight and forcing pawns into melee combat.
Quote from: JaJe on March 11, 2020, 09:27:34 AM
Make extreme fog weather that makes all fire weapon useless due to lack of sight and forcing pawns into melee combat.
oh, I like that one.
Maybe the fog doesn't block whatever radar the turrets use?
Since this topic is obsolete, I wanna ask where to post balance issues in 1.1. Since I get mostly insect and mechanoid stuff, the oportunity to recruit people has greatly decreased. I have been 4 years already with only 6 guys, the starting 5 and the rebel one from the quest.
Most quests give me stuff I dont care about, there is no motivation for me to risk my pawns for 5 hyperweave or 100 syntread... I would risk for mech serums tho... This is specially true for rebel playstyle since I dont want favor.
Also Im still waiting to buy huskies from a vendor... Not a single one had them
I had an idea for pilings, which would be like bridges but double the cost and longer to build, but would support walls. I miss being able to make cool swamp colonies on the edge of ponds.
Something I thought would have been a mod by now :
An Alert or a GUI overlay for the Pawn : ETA of Caravans. See how long it takes them to their current destination without switching to world view.
Since the Loading Tips help you how to play the game...
Why make it also make the loading text also tell some parts of the Lore and parts from the Fiction primer?
It adds more flavor into the game, from telling about how people from different cultures and worlds came into the rims via crashing into the planet or awakening from the ancient ruins and etc... Or about glitterworlds and urbworlds along with the mystery of archotech technology... :D
more medieval and early modern weapon
currently we have bow > revolver the gap is to far
add: Crossbow, Flintlock, Musket, etc
the more crazy ideas is
add Ancient Magic Stone as source of energy
add Ancient Magical weapon
ex: Bow with explosion, bow with steroid
because bow is so useless in this game
Solar flares affecting mechanoids.
Mechanoids being attracted to your base based on electric output.
Raiders based on percieved wealth (specifically in areas in which trade caravans and guests are allowed)
Other factions based on distance and standing and percieved defenses.
Quote from: LWM on March 13, 2020, 01:31:13 PM
Maybe the fog doesn't block whatever radar the turrets use?
If the turret uses radar. They might use thermal imaging or something else. Experimental sentry turrets use regular cameras and image recognition software.
you could even have turrets that CAN be tricked/blocked in one way, and turrets that cannot.
Quote from: TrashMan on March 18, 2020, 07:33:08 AM
you could even have turrets that CAN be tricked/blocked in one way, and turrets that cannot.
This would be an interesting approach to turret upgrades. Different ability of Friend-Foe recognition.
If the turrets truly only used radar and/or thermal imaging, they would shoot at anything that fits the target parameters.
i.e. it moves, it looks vaguely human
Quote from: SpaceDorf on March 18, 2020, 02:31:30 PM
Quote from: TrashMan on March 18, 2020, 07:33:08 AM
you could even have turrets that CAN be tricked/blocked in one way, and turrets that cannot.
This would be an interesting approach to turret upgrades. Different ability of Friend-Foe recognition.
If the turrets truly only used radar and/or thermal imaging, they would shoot at anything that fits the target parameters.
i.e. it moves, it looks vaguely human
Usually (at least in RL experiments), base staff would have IFF chips on them to prevent turrets from shooting them. Fun fact - early experiments ended up in a LOT of dead animals and spent ammo. Apparently, no one thought of telling a turret to STOP shooting.
Also, thermal targeting in deserts - not a good idea.
I have a simple balancing request. I always found it odd why the charge rifle isn't that much stronger than a assault rifle while also having a smaller range, even though it is technologically more advanced.
There was a mod that solved this problem for me for version 1.0 but since there is no 1.1 mod yet I'll hope that it can perhaps be changed in the game instead.
https://steamcommunity.com/sharedfiles/filedetails/?id=1610830566
https://imgur.com/a/wguONVO
2 cheap ideas in 1 photo.
Color code the ground penetrating scanner,
green = jade yellow = gold etc for all minerals
Make steel slag chunks deteriorate outside because their pileup is unmanageable. 200 drop pod raid coming down? +200 steel slags across the map for you to haul and smelt. Mech cluster? +100 slags for you to haul.
I got plenty of steel from my 800% mining speed pawns thanks to drill hands and infinite steel deep scans, I don't want the slag clutter overtaking the entire map by year 10.
Pawn being able to cool off during heat waves by taking a dip in a river/lake/pond
A display with the number of active mods in the mod menu.
Top Royalty pawn being crappy (incapable of too many jobs, low skills, bad traits) gives "Idiot Leader, We're All Gonna Die!" negative mood. (Yes, the phrase was taken from a Thai political protest, let's see if we can make a better one.)
Similar frostbite if the temperature is too low from the comfort of the pawn, make sunburn a thing if the pawn is outside and is too hot for the comfortable temperature.
Inspiration mech serum and/or inspiring assistant.
Pretty straightforward. Serum could cause specific or random inspiration. Assistant could just increase probability of inspirations for a colonist.
"LSD"
Quote from: rinin on April 05, 2020, 12:58:48 PM
Inspiration mech serum and/or inspiring assistant.
Pretty straightforward. Serum could cause specific or random inspiration. Assistant could just increase probability of inspirations for a colonist.
Or taking a drug could increase chance to spawn an inspiration. Making hard drugs like flake more interesting to use, not just selling for profit.
+ a wake-up-like drug that lowers hunger rate but increases need for rest, for those times when food production is suffering
+ weapons deterioration rate increases with use, to balance things out and make better use of weapon stockpiling
+ high-nutrient yield crop that provides 2x more nutrients per day than other crops but lowers fertility of soil every time its harvested
+ apparel breakdown into patchleather, better use of tainted clothing than being burned
time optimization + new traits: By: MarcoE123_88
To decrease loading times, couldn't you start pre-loading the map while creating colonists?
it could be created the "conscientious (Or whatever)" trait, a settler who likes to think and be aware of what is happening, giving + 10% research, -5% general work speed, + 5% rest speed, + 5% aim time , + 10% hit chance (It's all an example, obviously it's editable). In addition to buffs or debuffs depending on consciousness (e.g. 100% = +6, 80% = + 2, 70% = +/- 0, 50% = -4, 30% = -8).
For this operation google translate was used so there could be many errors.
What do you think?
Baseball Caps- Gives a bonus to aim (by keeping the sun out of their eyes) but doesn't change their comfortable temperature.
Give thrumbos some psychic resistance, if not 100%, because after "nobility" they became way too easy prey, due to cheap "burden" casts.
Deaf pawns don't care about insults
Pawns can play in the water for recreation. This is a buff to water maps making them look more appealing than maps without water. Historically, most major cities are founded next to water.
Electricity requires a techprint.
Very simple qol idea but make it would be great if using the make new zone when clicked on a dumping zone made a dumping zone instead of the standard zone
Could food policies get a priority like the manual work priorities, so you can have your colonists eat from the dispenser in the colony instead of swarming the packaged meals that are intended for caravans and not having to swap policies every time you make a caravan.
:thumbsup:
What I ended up doing is writing a mod (Restricted Storage) that allows me to automatically forbid anything in a storage building (shelf, etc) and then put all my packaged survival meals there. When the caravan is forming, colonists will still gather forbidden items, so they can take all the packaged survival meals, and will happily eat them on caravan.
Forbidding stacks of meals on the ground also works, but it was also annoying for me.
I really like the priorities idea, tho.
You don't need a mod for the nutrient paste/packaged survival meal (PSM) issue you just have to stay on top of new packaged survival meals. Allow your colonists to eat both the PSM and nutrient paste but forbid the PSM. Even if forbidden, you'll still be able to pick it up for caravans and it will get unforbidden while in the caravan. When new PSMs are made, just be sure to forbid them after they are dropped off in their storage location.
*I* needed a mod, because I would forget someone was cooking survival meals and the muffalos would eat them ;D ::)
Can Pod Launchers have the tool to build a transport pod when you select them? Sort of like how when you select a bed you can build an end table.
There are at least two mods out there that do this! I think one is called "Auto Pod" or something? Anyway, search, and you'll find at least one :)
Quote from: Liwet on July 25, 2020, 02:19:38 AM
Can Pod Launchers have the tool to build a transport pod when you select them? Sort of like how when you select a bed you can build an end table.
Basicly i would consider this as bug.
Since all other similar buildings got this feature and only the pod launcher are missing it.
Do other buildings? Like beds -> dressers/end tables or medical beds -> vitals monitors? Or am I thinking about it wrong?
Yep, thats the thing.
All beds got dresser/endtable, medical got vital, workbenches got toolbox, research got multi analyser.
Only the pod launcher miss the pod's.
Then it is most definitely a bug (and they don't have excuses ;) ) and I 100% support posting it in the bugs section!
With the new "equipment" system all types of grenades should probably become equipment.
More basic drugs. Opiates, shrooms, etc. Perhaps something that increases psychic sensitivity to give something special to psycasters
Hello Tynan! You and your administrators are doing great in here. Keep working an you can do it!
Ceiling lights/fans, saw it in a mod, would love it in base game. cryoswords/cryoweapons that inflict frostbite wounds/reduces temperature. A wider variety of events that can shape colonists traits (I feel colonist traits are too static). Unique Events that can stem from having certain traits (other than mental breakdowns). For example possibly having colonists requesting the player or faction leader(highest rank) to kick a lone cannibal out of the colony after they have seen him eat a human.
I just thought of a way to make the Eltex Staff more viable, as well as staring weapons like the revolver, gladius, and axe ect.
Why not make those low tier items dual-weldable with the staff? This would be 3 birds with one stone - t would bring back a late-game use for low tier/old content, it would make a pawn wielding the altex staff more viable without giving up 100% dps, and it would just be cool. Plus its believable that llightweight smaller arms can be used with a staff.
Also, could the axe give a 30% bonus to speed/yield cutting down trees ? (otherwise its role is over-shaodwed by the gladius?)
The Stellarch crown: I think the new stellic crown is super cool - why not make it worthy of an actual stellic by adding a quests/events around it, as well as a benefit like reducing the cooldowns of permits by 25%
A way to set all animals to one allowed area with a single click.
Setting all of my animals to a raid area by dragging down 3-4 pages of animals is pretty tedious
Better Pawn Management (I think that's what it's called) allows you to do that with 3 clicks (open Animals window, click button, select your allowed areas for raid conditions)
In quests, when a faction is mentioned, put the icon before the faction so we know immediately who they are (imperium, gentle tribe, pirates, etc), since names completely change from game to game.
Oh yeah
The cheapest was definetly to start building re-installable stuff inside the stockpile and then install it at it's spot and not the other way around. Safes a lot of time.
Fermenting barrels should be allowed inside throne rooms. I think they look cool and fancy, and wine barrels are commonly associated with the moneys.
Another thing, allow releasing prisoners while in a caravan.
Make it possible to uninstall and reinstall moisture pumps.
Reduce the mood debuff for losing a relative when a pawn has very many relatives of that type (10+ siblings or children).
Enemies should be able to rescue their own when fleeing. This would add more depth to battles and harder to get prisoners.
When a noble gives a throne speech, if they have a spouse with a meditation throne in the same room, they should sit on their throne while their spouse gives a speech.
People often make a very "cheesy" 1x3 room and put their stove in it to have an almost always clean room. IRL you would never do this and the room is very constrained, blocking all sides of the stove with walls, you have to stand in the door. This could easily be fixed by adding a work speed penalty if the room is too small (a certain size or smaller).
Lock some of the starship researches like the JT drive under techprints. Perhaps starflight sensors, machine persuasion and ship reactor as well, or maybe just everything beyond starflight basics. Just because it seems odd to be able to just re-invent the warp drive without a little help
Also, perhaps a version of the psychic harmonizer, but rather than projecting the mood of the pawn to other pawns nearby, the moods of the pawns nearby project their moods to the pawn who has it. I call it, the psychic empathizer. Useful for those pawns that always get the back of life's hand.
Perhaps also handy for those wishing to play as a hivemind (me basically)
Currently captured prisoners are taken to a random empty prisoner bed. When you have multiple places where prisoners can sleep this may result in freshly captured (and often wounded) prisoners getting moved around to every corner of my colony. I have some methods to prevent this from happening such as not allowing specific doors, but when there are multiple beds in one room this can still lead to issues. It would be nice if they were taken to the closest available sleeping spot be default, that way you can simply make a dedicated room for freshly captured prisoners close to the defensive perimeter of your colony. This would make prisoner sorting a lot more easy and prevents unnecessary deaths.
Make it possible to forbid the usage of beds, since this is not yet a feature and makes some management issues more easy.
I would like to see weapons being added to the outfit restrictions in the assign menu. Currently you can manage all allowed gear automatically, but you have to micro adjust each pawns weapons, which they also some times lose. Never really understood why this was not yet implemented as feature.
When calling a shuttle, it should have to fly across the world map to you from the nearest Empire base and then take you across the world map to your destination.
Decorations & UI & QoL
Many features, yes, but individually each is cheap and do not affect gameplay.
* Signs made by art system, but you can set the text. The text balloon pops up as you mouse-over (without clicking).
* If an empty shelf or small container has only one allowed item/category, show a "ghost" of that item/category.
* "Hammer" a wall corner into a curved (circular) or cut a small 45-degree angle. Aesthetic only. Does not affect health or any other stat. Wall must be full health before such modification.
* Half-grid placement so you can place, e.g. a one-tile small throne in the middle of a two-tile carpet. Both tiles the throne straddle on will be unavailable to any other object.
* Separate planning brushes into walls, floors, and objects similar to Prison Architect.
* Different/broken power nets have different colors, also similar to Prison Architect.
* If possible: in-place replacement function, so you can replace a bed by a better one. The original and the replacement item must have the same dimensions.
* Pawns about to die (80%+ disease/infection, less than 10% HP overall, less than 10% HP in critical organs, or less than 3 hours of blood left) should have a skull or a grim reaper on the pawn bar. This does not include vegetative state pawns (near-dead brains but still alive).
* Ability to toggle "linkable coverage" visibility, such as coverage of bedroom furniture.
Above ideas do NOT affect any gameplay or mechanic balance.
Next is my own idea that affects gameplay:
* Idiotproof door. Only pawns and advanced-intelligence animals THAT HAVE HANDS/ARMS with at least 30% manipulation can open it. Upside: No more boomalopes in fuel rooms. Downside: Broken-arm redditors cannot open the door.
Quote from: Prologue on November 20, 2020, 11:30:58 AM
Currently captured prisoners are taken to a random empty prisoner bed. When you have multiple places where prisoners can sleep this may result in freshly captured (and often wounded) prisoners getting moved around to every corner of my colony.
You can mark prisoner beds as Hospital beds as well - this can be a really helpful way to specify where wounded prisoners are taken!
Radio or Tube TV occasionally has a pop up telling you what your previous colonists that you launched into space with empire etc are up to
make the game 20 dollars, cause thats its value.
Make the game free. You said cheapest ideas, right?
Create a cosmetic surgery mod that literally goes "5 glitterworld medicine = ingredients for surgery that removes ugly/staggeringly ugly". I feel so bad for my current staggeringly ugly colonist :( May you find solace in being semi-useful and wholly-unloved, Ace.
triggers, pressure plates, sensors and wirings. Setting sensor to turn on/off lights and heating/cooling when people not in room is kinda useful.
it would be dramatic if colonists could get injuries from working e.g. cooks get burns
make you able to make bedroom zones, which is owned by a person or couple, so you could potentially create a individual apartment with Livingroom, tv's etc for each individuals.
owning your own couch, and TV rather than having to go to the communal longue to watch your favorite soccer game with 10 others, possible people you don't like is generally preferred I'd think.
So give positive moodlet and so on for having their own place to relax and chill at times.
This could be something that individualists in the DLC desire, since their a person.. not just a cog in the machine.
- glowing wild mushrooms being counted as dark light
- wine from berries (reskinned beer)
- ambrosia from Gauranlen trees
- hallucinogenic mushrooms that can be grown without light (main drawback is chance for mental breaks)
- the chance of mortars dropping barrel being related to condition (ie 5/20 has 25% chance, 19/20 has 95% chance)
- planter pots that work like unpowered hydroponic basins but with normal fertility
- make flagstone cost one less stone so there is a reason to use it
- a radio that gives music recreation (could be used like tvs for hospital patients)
- some sort of ultratech ranged weapon (for noble weapons)
- tar floor, highly flammable floor type that slows like mud. (made from chemfuel)
- ability to craft simple helmet out of wood
- psychic dampener, implant that reduces psychic sensitivity, opposite of psychic sensitizer
- gambson and arming cap, cheap armor that can be made from textiles, also very warm
- fueled cremator (for tribals)
- remote bombs, like ieds but need to be manually detonated (need power to work?)
- prosthetic eyes
- variants of the advanced armor helmets that offer toxicity and psychic protection
- painkiller pills made from smokeleaf at a drug lab
- make pain make mood drop by increments of 1 rather than 5 so painkillers matter more
- heavy weapons that work like manned turrets
- make animals that consume drug plants (raw leaves or the entire plant) get drugged from it
- make standing in water lower perceived temperature
- low tech mine for getting stone chunks (for tribal with no electricity runs)
On Female/Male supremacy:
Limit inferior and superior gender to certain tasks and equipment by precept/meme.
- Hunting and carrying a gun is only allowed for supremacy gender.
- For example cleaning/cooking/caring can only be allowed by the inferior.
Trading precept/meme.
- more items on visiting caravan
- more regular caravans
- more offers
- starting animal can transport
- Maybe a ritual involving traders.
Create pre built options for clothing profiles for noble clothing requirments: as in create a pre-set option in the clothing assignment menu for each noble title that only allows the required clothing for that title. If it could auto-capture requirements added by mods too that would be great. just a little qol thing. Thank you!
Give your pawn a medium mood boost when they met a long lost relative in a visiting caravan, something like +10 for a few days.
Seeing a relative that lives in another colony is a rare event on the Rim and could be acknowledged by the game somehow.
I would love to see a lot more memes. Like, a lot more. I don't know if you are planning to add more or not, seeing as I'm just now getting more involved in this community. Is there a road map you can point me to?
A completionist trait that gives a -1 mood debuff when the pawn is forced to stop at the middle of doing something (eg not finishing a sculpture) that ends when that work is either canceled, destroyed finished or disposed of in any way (eg said sculpture's bill is cancelled, a raider destroyed the unfinished sculpture, the sculpture being finished or it being dropped out of a caravan, respectively). and the trait gives a slightly bigger mood buff when a project is finished (eg the sculpture is finished).
Please bring back the feature where the pawn that constructed the buildings would construct them in their ideoligion's style. This stopped being the case after Biotech and now pawns only build in the dominant ideoligion's style.
Also when using the appearance editor with styling station, the options available used to be determined by the hairstyles and tattoos that the pawn's ideoligion allowed, but now the only options available are those of the dominant ideoligion.
The game used to have this sense of different ideoligions being present and if you had a multicultural colony you could see that, but now everything and everyone looks the same, apart from their genes obviously. It saddens me.
remove allies refusing to do things on comms console because of "bad temperature". When they are fully capable of operating in these bad temperatures and regularly do. It is completely illogical for a faction to refuse to bring a trade caravan to my base like theyve been doing for years because its too cold (we live on an ice planet and its warmer than it usually is)
I just had a reflex telling me to aid members of a trade caravan that protected me from a vile tribal.
But Sadly as i try to tell my best doc to help tend their wounds... then nothing...
A little tear comes to my eye as i saw the person try to tend themselves with such low skill knowing that i can only help them when they fall to the ground.
But i already have to many mouths to feed but i have plenty of medicin.
In the game i can't help someone from another faction until they're downed.
Having to feed another is sometimes a dangerous choice and i would want to save my food stores. however if i have meds to spend i probably would if i got something in return.
I had the idea that if one helps to tend wounds with medical needs. In the same way you do it while having a pawn selected, then right clicking another colonist to tend them standing.
if they have been on the same map you could get a bonus to negotiations with their respective faction
I could be a small tactical advantage for the player.
Examples of other challenging functions:
tribal factions could lead more into only receiving herbal medicin as some despise the higher tech meds
more space tech factions will only grant positivity to their faction if medicine or glitterworld meds are used as they don't want you to do weird tribal stuff to them with herbs
Could probably work somewhat well with ideology on these parts
I just want to be able to rebind click and drag camera from middle mouse to other mouse buttons/keys