Have seen a couple mentions of radios, flashlights, etc that would replace a colonist's weapon. I think it'd be more interesting (and less micromanagetastic) if every colonist had a second slot for non-weapon items. For simplicity's sake, these could just provide passive stats bonuses instead of having active effects. Couple ideas are below.
- Radio - Increases the range at which the colonist can have social interactions
- Flashlight - Reduces the darkness fear effect (even if it doesn't show up graphically)
- Backpack - Increases the colonist's hauling capacity
- Jackhammer - Increases mining skill
- Hoe - Increases growing skill
- Brain chemicals - Increases research skill
- Reflex amp - Increases hand-to-hand skill
- Bipod - Increases the colonist's shooting skill
- Scope - Increases the range on the colonist's weapon
- Fire extinguisher - Increases fire suppression speed
- Robot pants - Increases base movement speed
As of right now, these would have be dropped by raiders, equipped on wanderers, or bought from traders since we don't have a manufactory yet. This could lead to even more overstuffed equipment racks, but I'm hoping that the smelter/metal-recyclers that other people have suggested get implemented.
These could also spawn with different levels of effectiveness...e.g. jury-rigged, basic, improved, etc.
(Apologies if something like this has been suggested. Also thanks to those who have suggested some of these individually, but I can't track you all down.)
QuoteFor simplicity's sake, these could just provide passive stats bonuses instead of having active effects.
I like the simplicity and straightforwardness of this approach.