Ludeon Forums

RimWorld => Ideas => Topic started by: JimmyAgnt007 on April 07, 2015, 08:51:49 AM

Title: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 07, 2015, 08:51:49 AM
Ok, there are a lot of repeat topics on here that show up from time to time.  They get discussed to death and finish.  Then someone else comes along and suggests it again.  Not that they are bad ideas, just that we dont need new discussions on them.  Searching for threads can be tedious if you dont use the same wording as someone else and doesnt always work.  Also some dont bother in the first place. 

So I'm asking if people could post the things that they are tired of seeing suggested.  Also for the link(s) to the discussion as well as any official word received on the topic.  I will try and update this first post with the responses to keep it organized.  Hopefully an official thread will exist at some point and mods can feel free to alter things as they see fit of course.  We do the same thing on the Kerbal Space Program forum and it works most of the time.

Also, if you have a link to anything Tynan has stated on a topic, link it to me.

List:  (Please provide links if you can find them!)

NOT GOING TO HAPPEN
Multiplayer (https://ludeon.com/forums/index.php?topic=69.0) <Tynan said, "probably never"
Z-levels (this includes battlements, towers, trenches, tunnels, and other pseudo Z-level stuff)
Extra playable races/aliens/trans-animals/robots/droids <There are no aliens in the lore, anything else is 'almost certainly' a NO
Fog of War (https://ludeon.com/forums/index.php?topic=146) and Here (https://ludeon.com/forums/index.php?topic=12366.0) <kinda happens with uncovered areas but just doesn't work right for the rest of the time.
Post-Rimworld Space Travel (Playing as the ship you launch, taking off to crash/land on another map) <Stasis simulator, there are easier ways to get a new map.
Guards and patrols.  People who stay drafted and unproductive just in case something happens. <Unless stealth becomes a thing, there just isn't a point to it.
Containers for items, racks and such.Links here (https://ludeon.com/forums/index.php?topic=12024.msg321406#msg321406)
Organ and Bionic removal after death.
Aliens < the LORE is clearly against this and Tynan has stated it many times.

ALREADY DONE
Automatic Toggling of Lights <Sunlamps
Animal husbandry/breeding
Steam Integration/Support Here (http://www.reddit.com/r/RimWorld/comments/2m90ma/why_wont_i_get_the_steam_key_if_i_bought_it_after/) and Here (https://ludeon.com/forums/index.php?topic=1970)
Travel, Expedition & Raids (https://ludeon.com/forums/index.php?topic=11990.0) (Going to other maps for whatever reason)
Random landing site

IN PROGRESS
New winning conditions. (More endgame content) <this is always ongoing

MIGHT HAPPEN
Multi-core support (https://ludeon.com/forums/index.php?topic=17357.0) (Tynan knows this is a thing, stop bringing it up like its a new idea) <If it becomes doable without excessive effort then maybe.

?UNKNOWN? (They just get brought up a LOT) < feel free to clarify
Children, Breeding, or Procreation.  (Lots of threads, most recent (https://ludeon.com/forums/index.php?topic=11925.0) and here]https://ludeon.com/forums/index.php?topic=19102.0] and here (https://ludeon.com/forums/index.php?topic=19102.0))
Vehicles (https://ludeon.com/forums/index.php?topic=11854)
Basic Needs Suggestions (toilets, garbage, showers, other mundane activities)
Robotics (Roombas and such for cleaning, posted about quite often)
Slaves/Prisoner Workforce
Water (https://ludeon.com/forums/index.php?topic=144.0), in general or being utilized as a resources.
Fishing (https://ludeon.com/forums/index.php?topic=20261.0)
Lightning Rods (https://ludeon.com/forums/index.php?topic=25083.0)
Cleaning Zones or Areas (Good idea just no new threads please)
Backpacks  (https://ludeon.com/forums/index.php?topic=7234)(Holding stuff like meals or junk or whatever) also here (http://ludeon.com/forums/index.php?topic=13318.0)
Extra weapon slots. (https://ludeon.com/forums/index.php?topic=9173.0) (Melee/Ranged, Primary/Pistol, Whatever/Something Else)
Ransoming prisoners back to an AI faction
Non-Lethal weapons
Rideable animals of all sorts.Links here (https://ludeon.com/forums/index.php?topic=12024.msg293184#msg293184)
Prisoner Ransom (calling the pirates to sell their people back to them)

A Reminder!  Check for MODS that do any of these first before suggesting them.
Title: Re: What Not To Suggest.
Post by: NoImageAvailable on April 07, 2015, 09:42:12 AM
Children. Here's the latest thread on the topic: https://ludeon.com/forums/index.php?topic=11925.0
Its always the same discussion with the same old arguments being rehashed over and over and over, with every thread being functionally identical to all the ones before.
Title: Re: What Not To Suggest.
Post by: Matthiasagreen on April 07, 2015, 11:18:42 AM
Adding the game to steam.
Title: Re: What Not To Suggest.
Post by: Kegereneku on April 07, 2015, 12:03:25 PM
Travel, Expedition & Raids (https://ludeon.com/forums/index.php?topic=11990.0), linked with Vehicles (https://ludeon.com/forums/index.php?topic=11854.msg119896#msg119896).
You can also add "Fog of War (https://ludeon.com/forums/index.php?topic=146.msg119181#msg119181)", in particular a page where Tynan explain that RW had FoW but removed it.

/!\ Important Notes :
The above do fit "what not to suggest" but the name carry a bad connotation. We might prefer an "Already Suggested List" for things like "Write an Event (https://ludeon.com/forums/index.php?topic=9755.msg99874#msg99874)" (which by the way certainly merit to be a permanent sticky to save idea for later, Tynan actually called it a gold mine)
Title: Re: What Not To Suggest.
Post by: JimmyAgnt007 on April 07, 2015, 12:36:17 PM
What Not To Suggest is what its called on the Kerbal forums so I just used the same here.  lots of things have already been suggested but maybe not to death like the topics id include in the OP.  Some things still need to be talked about.  Otherwise id be keeping a running list of everything posted in suggestions.  lol  if people have genuinely new ideas to discuss on these topics they can do it in the ones we link and not start something new.
Title: Re: What Not To Suggest.
Post by: Matthiasagreen on April 07, 2015, 01:05:49 PM
here is his response on why steam keys aren't included
http://www.reddit.com/r/RimWorld/comments/2m90ma/why_wont_i_get_the_steam_key_if_i_bought_it_after/

and here is where he says it will get added when it is added, and a bit why it isn't there

https://ludeon.com/forums/index.php?topic=1970
Title: Re: What Not To Suggest.
Post by: Johnny Masters on April 07, 2015, 02:05:18 PM
I've been wanting to do a "grand suggestion list" post for quite some time now (alas, time is short), were we could list both the commonly suggested as well as new ones. That way we prevent idea wanking, prevent cool ideas to vanish, we have a sense of progression while discussing such topics and also an easy place for Tynan to look at we have been suggesting and a place to have his comments on each subject, such as: "yeah, i'm going to do it!" "cool, mods should do it!", "i might do it", "sounds cool but unlikely", "i will probably not do it" and "no way i'm doing it".

We/I might start a new topic with more details (hopefully with links to specific discussions) were first posters dedicate to edit it or you could keep editing this one based on what we throw in the comments. Either way this forum needs this type of topic.
Title: Re: What Not To Suggest.
Post by: JimmyAgnt007 on April 07, 2015, 02:10:50 PM
Id appreciate the help.  Im sure it will evolve as time goes on.  Would be nice to have someone else able to help maintain it.  Can I set the thread to be edited by specific other people?
Title: Re: What Not To Suggest.
Post by: REMworlder on April 07, 2015, 02:48:10 PM
Don't forget slaves! And maybe also Z levels, though that's died down recently.
Title: Re: What Not To Suggest.
Post by: Argon on April 07, 2015, 04:23:47 PM
This needs to be stickied at once.  Tynan!

-Argon
Title: Re: What Not To Suggest.
Post by: RemingtonRyder on April 07, 2015, 06:43:07 PM
Stuck. Good topic, so long as the list gets added to and maintained. :)

Also changed the topic title.
Title: Re: Frequent Suggestions Topic!
Post by: StorymasterQ on April 07, 2015, 09:07:36 PM
That Z-level should add the link to the 2015 Z-level April Fools Mod :D
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 07, 2015, 09:42:42 PM
Quote from: StorymasterQ on April 07, 2015, 09:07:36 PM
That Z-level should add the link to the 2015 Z-level April Fools Mod :D

id like to keep it serious to help quell rampant suggestions.  but links to the mods that replicate the features listed would be handy if they exist.
Title: Re: Frequent Suggestions Topic!
Post by: akiceabear on April 08, 2015, 08:55:06 AM
Good idea. For the Vehicles and Fog of War links, I suggest starting on the front page of the threads, rather than in the last areas where they were closed due to arguing.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 08, 2015, 09:12:01 AM
good call, fixed
Title: Re: Frequent Suggestions Topic!
Post by: Kirid on April 08, 2015, 11:13:55 PM
Animal husbandry/breeding gets brought up often enough.
Extra playable races/aliens/trans-animals/robots/droids.
Water being utilized as a resources or for fishing.

Quote from: Johnny Masters on April 07, 2015, 02:05:18 PM
I've been wanting to do a "grand suggestion list" post for quite some time now (alas, time is short), were we could list both the commonly suggested as well as new ones.  ... also an easy place for Tynan to look at we have been suggesting and a place to have his comments on each subject
This itself has been suggested several times. I don't want to speak for him, but I think Tynan was generally against the idea. I don't think he would want to go through and make a statement about every suggestion, either making promises to add something or let people down saying something will never be added. There were several reasons against the list, being difficult if not impossible to finish or maintain for instance. It would be impossible to include every suggestion. Many people's ideas would get lumped together and would overlook the details of their specific suggestion.
Ex: Fishing might be the general suggestion, that might just mean fishing along the shore, a generally accepted suggestion is for it to take place with a dock, a further suggestion to use a pole, a further suggestion to include dynamite fishing, a further suggestion to include fishing boats. Where does it end and whose ideas do you choose aren't worth including? Or do you just lump it all into 'fishing' and let Tynan decide how to implement it? Then we're at a point where suggestions become somewhat useless, or back to square one with people are creating new threads for their specific take on how it should work.
Not saying I'm against the idea, I wish there was a way to effectively clean up the suggestion forum.
Title: Re: Frequent Suggestions Topic!
Post by: Joshuasca on April 09, 2015, 08:56:32 AM
I have also read alot of posts about 2 weapon slots / sidearms / switching weapons as well.  I think it has been suggested enough times to land a place here
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 09, 2015, 08:59:27 AM
I have backpacks and extra weapon slots listed.  Should I separate them?
Title: Re: Frequent Suggestions Topic!
Post by: Matthiasagreen on April 09, 2015, 10:35:40 AM
Quote from: JimmyAgnt007 on April 09, 2015, 08:59:27 AM
I have backpacks and extra weapon slots listed.  Should I separate them?

probably. they are separate topics.
Title: Re: Frequent Suggestions Topic!
Post by: TDATL on April 10, 2015, 01:04:19 PM
How about damage thresholds or equivalent? I've seen it suggested a couple times. I was searching to see if someone else suggested it before I posted about it and saw several threads.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 11, 2015, 08:11:51 AM
hmmm... not sure ive noticed those before.  at least not with regular frequency.  its also something that can be defined as a balance issue that Tynan changes a lot so it might not be time to list that.
Title: Re: Frequent Suggestions Topic!
Post by: Johnny Masters on April 11, 2015, 04:33:30 PM
Quote from: Kirid on April 08, 2015, 11:13:55 PM
(post)

Oh, i never meant to imply it was an original idea, but one could be fooled by the fact that we didn't have a stickied one up so far.
(although i did find the last one was unstickied by Tynan https://ludeon.com/forums/index.php?topic=3809.0)

I understand where you are coming from, but the fact that it could be bad for Tynan (at least feel-wise) to drop statements here, doesn't mean it would be bad for the community/game. The fact remains that he *does* make statements here and there, and the point would be to make it readily available for anyone interested, instead of having it lost over the pages until someone necro it. It doesn't matter if he doesn't want to drop a comment in here, but if he does it somewhere else i find it important that it's made readily available.

Your concern is also true, but I don't think the purpose of the topic is to stop people from discussing on listed features, the point is to provide a place to move the discussion further instead of walking in circles. If someone wants to start the #49th topic on breeding then its cool, but starting the 49th topic on breeding that looks exactly the same as 40 of them then it gets annoying.

I believe that if that newcomer, with the usual fervor, sees a stickied common suggestion lists and sees his suggestion there, he might at least try and put some effort in his post (or don't post at all), or go towards a direction which was never explored or improve on a part of his thought that is novel. bad case scenario he just does as usual.

The problem on keeping the list is true, hence ideally we'd have a very active and wiling member (and helpers) or have a joint account.

question: is there a spoiler button? I wish we could spoiler non-essential/side comments to keep it from cluttering

--
Some more:

Tools - Having tools needed for jobs or for improving  job efficiency

Raider behavior improvement - Avoids pillboxes, destroy walls, have specific objectives, etc.

Ammo for weapons

More power generation - Coal, radioactive, lighting, biomass, etc.

Extra traits - People always want extra traits, i've seen about 3-4 topics specific about this and a dozen traits in bundled suggestions

Extra events - Same as above

Extra zones - For fire fight, for visitors, for cleaning, for forbiding, etc. That's an all time favorite.

Bridges

Auto-equipping - Weapons, tools, apparel

Alarm bell / codes - To trigger a set of behavior (stay inside home zone, only do X or Y, equip weapons/armor, etc)

Rally points / Safe houses / Recall - Usually tied with above.

Better damage resolution

Multiplayer - self-explanatory

Tactical combat - Tactical options from tactical games, such as prone, crawl, suppression, and automatic behaviors: aggressive, cautious,
defensive.

Turrets overhaul - Extra turrets, turrets limitations (ammo, number, resources, AI cores, etc), mountable turrets, turrets made with
available weapons, etc.

Movable furniture - To keep you from needing to destroy it

Colonist-specific stations - i.e, assigning specific pawns to a station, possibly with a timetable, to better manage which pawns does what and where. Could be fixed by the new timetables update?

Personal Hygiene - Usually tied with water system

-
I'll try and provide links later. I've made the above before finding the last suggestions thread, but it's worth taking a look at it.
Title: Re: Frequent Suggestions Topic!
Post by: Kirid on April 11, 2015, 09:58:09 PM
Quote from: Johnny Masters on April 11, 2015, 04:33:30 PM
I believe that if that newcomer, with the usual fervor, sees a stickied common suggestion lists and sees his suggestion there, he might at least try and put some effort in his post (or don't post at all)
Agreed, this is reason enough.
Quote from: Johnny Masters on April 11, 2015, 04:33:30 PM
question: is there a spoiler button? I wish we could spoiler non-essential/side comments to keep it from cluttering
I've been trying forever >_< Nothing seems to work.
This forum is built using simplemachines, features are added via mods, and that doesn't seem to be included.
Lets petition Tynan to install it!
Title: Re: Frequent Suggestions Topic!
Post by: Jstank on April 11, 2015, 11:25:09 PM
Can confirm back pack thread!
Quote from: JimmyAgnt007 on April 07, 2015, 08:51:49 AM

Backpacks (Holding stuff like meals or junk or whatever)



https://ludeon.com/forums/index.php?topic=7234.msg71910#msg71910
Title: Re: Frequent Suggestions Topic!
Post by: Johnny Masters on April 12, 2015, 12:51:53 AM
There were even others before, in bundled suggestions or thrown in random comments. But i think we should focus on the ideas that have their own threads.
Title: Re: Frequent Suggestions Topic!
Post by: Argon on April 12, 2015, 01:19:12 AM
Quote from: Johnny Masters on April 12, 2015, 12:51:53 AM
There were even others before, in bundled suggestions or thrown in random comments. But i think we should focus on the ideas that have their own threads.

Agreed, for a suggestion to be listed it should require a topic or more on it's subject.

-Argon
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 12, 2015, 11:25:55 AM
Links to threads are very welcome.  Also specific quotes from Tynan on subjects.  So if he says "I will not include 'this' in Rimworld" then I want the link.

I dont really want to list everything suggested, just the ones we are sick of being repeated.
Title: Re: Frequent Suggestions Topic!
Post by: akiceabear on April 13, 2015, 04:56:26 AM
Steam integration (is one I'm sick of hearing about). Can't insert a link from mobile, but there are many threads, including one active one.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 13, 2015, 08:58:24 AM
that was one of the first i posted along with Tynans post
Title: Re: Frequent Suggestions Topic!
Post by: akiceabear on April 13, 2015, 10:38:03 PM
Sorry, I see it now! for skimmers (like me) you may want to start with the subject as in the other topics in the list - I.e. "steam integration/support" rather than "adding to steam"
Title: Re: Frequent Suggestions Topic!
Post by: Cryorus on April 16, 2015, 10:33:21 AM
Add Mutiplayer/Online Multiplayer/Online Shared world  to the list. Recently more and more people are opening new topics on this.

Most recent here : Multiplayer (https://ludeon.com/forums/index.php?topic=12236.0)
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on April 16, 2015, 10:34:33 AM
lol I just noticed that, got a link to a better thread where Tynan comments on the first page.
Title: Re: Frequent Suggestions Topic!
Post by: Cryorus on April 16, 2015, 10:37:56 AM
Forum lurkers cleaning up XD
Title: Re: Frequent Suggestions Topic!
Post by: beiltro on May 05, 2015, 02:31:46 PM
How about a combat based AI storyteller who will tell the body tale of your colony's rise and fall?
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on May 07, 2015, 09:08:16 AM
I havent actually seen that often enough to put in here.    I dont want to put everything that gets suggested, just stuff we have seen a hundred times and discussed to death.  If it gets too bad I will add it to the list.
Title: Re: Frequent Suggestions Topic!
Post by: Silverpkc on June 06, 2015, 03:28:12 PM
I know something that annoys me is a thunder storm and if i live in a forest type biome allllll the trees will burn down and the rain will stop the fire spread none what so ever, so it'll be interesting to either buff the rain or make it where you get visitors that are somewhat like fire men and they'll put out the fire. I only suggest this because the massive fire make me lag and your colonist have to constantly stop to put out the fire and if you go on a massive fire puttin out spree your people will get tired, hungry, and annoyed.
Title: Re: Frequent Suggestions Topic!
Post by: Frankenbeasley on June 06, 2015, 07:17:54 PM
Quote from: Silverpkc on June 06, 2015, 03:28:12 PM
I know something that annoys me is a thunder storm and if i live in a forest type biome allllll the trees will burn down and the rain will stop the fire spread none what so ever, so it'll be interesting to either buff the rain or make it where you get visitors that are somewhat like fire men and they'll put out the fire. I only suggest this because the massive fire make me lag and your colonist have to constantly stop to put out the fire and if you go on a massive fire puttin out spree your people will get tired, hungry, and annoyed.

It doesn't sound like you're using the latest version. Rain not putting fires out has been fixed.
Title: Re: Frequent Suggestions Topic!
Post by: Pateo Uprising on June 16, 2015, 09:32:24 PM
Will your game RimWorld ever be able to be purchased just through Credit or Debt?  If so how soon tell that will be possible if you can say.
                                                  Thanks
                                           -Pateo Uprising
Title: Re: Frequent Suggestions Topic!
Post by: akiceabear on June 16, 2015, 11:44:14 PM
Quote from: Pateo Uprising on June 16, 2015, 09:32:24 PM
Will your game RimWorld ever be able to be purchased just through Credit or Debt?  If so how soon tell that will be possible if you can say.
                                                  Thanks
                                           -Pateo Uprising

I purchased using a Visa debit card, so not quite sure what your suggestion is...? I think this probably should be spun off into a support forum, as this payment option isn't a frequent suggestion...
Title: Re: Frequent Suggestions Topic!
Post by: b0rsuk on August 05, 2015, 01:27:45 AM
Random landing site
A button to select a random landing zone has been suggested so many times. It's an easy thing to program. it's safe to say it's NOT coming. Please add it to the list.
Title: Re: Frequent Suggestions Topic!
Post by: Leon Black on August 11, 2015, 04:53:52 PM
How about a tab where you could view colonists thoughts, like in RollerCoaster Tycoon? I'd like to see who's annoyed with wearing tattered clothes, wants a bionic bodypart, etc.

Like this (except with fewer dick jokes): http://i.imgur.com/pKh8Kiv.png
Title: Re: Frequent Suggestions Topic!
Post by: akiceabear on August 11, 2015, 07:15:53 PM
Quote from: b0rsuk on August 05, 2015, 01:27:45 AM
Random landing site
A button to select a random landing zone has been suggested so many times. It's an easy thing to program. it's safe to say it's NOT coming. Please add it to the list.

Strongly agree with this. This has to be one of my most wanted and presumably easiest features to add, but given the silence from Tynan it seems it must clash with his design philosophy, which is a real shame (IMO).

Quote from: Leon Black on August 11, 2015, 04:53:52 PM
How about a tab where you could view colonists thoughts, like in RollerCoaster Tycoon? I'd like to see who's annoyed with wearing tattered clothes, wants a bionic bodypart, etc.

Like this (except with fewer dick jokes): http://i.imgur.com/pKh8Kiv.png

I feel this is better suited to its own suggestions thread, rather than this one on frequently requested ideas. Personally, I'd rather development time went elsewhere. Also, you can make progress in this direction with Pawn State Icons or EdB Interface.
Title: Re: Frequent Suggestions Topic!
Post by: joshwoo69 on August 31, 2015, 10:00:06 PM
Operations on animals
Found here : https://ludeon.com/forums/index.php?topic=15386.0
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on January 20, 2016, 12:24:43 PM
added Multi-core support
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on January 26, 2016, 11:41:01 AM
added Basic Needs Suggestions
Title: Re: Frequent Suggestions Topic!
Post by: jeffehboy on April 14, 2016, 06:43:19 PM
It would be awesome if we could name/rename the tamed animals. Also please make the character limit bigger for colonists names or just the nickname.

:)
Title: Re: Frequent Suggestions Topic!
Post by: harkov on May 19, 2016, 03:58:28 AM
I think a separate cleaning zone or cleaning area has been suggested quite a few times.
Title: Re: Frequent Suggestions Topic!
Post by: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) Cleaning area has now been implemented (in a way) I set up a Cleaning area (all my inside areas) then restrict my cleaner to that area. He will clean any areas that require it without trying to clean all the dirt in my home zone. He'll even pass through "restricted" areas to get from one dirty zone to another. At least he does when I assign him a cleaning task in the other dirty area - not sure if he'll venture out on his own.

2) Renaming tamed animals IS already possible in A13 (Once the animal has been trained for Obedience and named by a colonist (just go into the animals name and right click on the animal name that you wish to change)

3) The Random Landing Site button shows up in A13. Just start new colony and look in the leftmost margin.  After hitting the random location you must still hit start (after selecting your storyteller and your world - It does seem like that last step could be skipped...)

What I'd like to see...
A) Add a way to switch story tellers mid colony. Randy Random could be a LOT of fun once my colony is up and established but he's a bit too random for me at the outset.

B) Decrease the number of "Chronic" conditions or allow cures for them. I've got several asthmatics and a few people with brain and stomach parasites  that I'd really love to fix but haven't found a way (yet.)

C) Allow 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?

D) Allow storage zones to optionally specify quality thresholds. I'd like to stock a weapons locker with superior or masterwork weapons while relegating the lesser quality weapons to my "trade zone."  Several releases ago there was mod that did that but I haven't seen an up to date one in a few releases.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on June 29, 2016, 01:39:21 PM
1) Thats a quick and dirty solution, still doesnt stop people from suggesting it on a regular basis.

2) OK... that wasnt on the list. 

3) I mention its in the game now.

A-D) This thread is for the list of things people make too many threads for.  Not for people to make suggestions in.  Are these things you want to see added to the list?  They sound like you are trying to suggest them.
Title: Re: Frequent Suggestions Topic!
Post by: Batman529 on July 13, 2016, 08:01:50 PM
ok so I LOVE Rimworld but as I got into the late game I found my self getting board always going against the same stuff until I escaped the planet. So what i'm asking for is a bit of stuff that mix's up the late game like raiders trying to attack spaceship parts or not running in head on trying to melee someone with a Minigun and personal shield P.S Why can people with guns only carry guns why can't they carry a knife with them as a sidearm because I always find my self being stabbed by a raider and getting rexted.
Title: Re: Frequent Suggestions Topic!
Post by: quxzcover on July 16, 2016, 05:52:35 PM
add:
Edb prepare carefully integrated into the game.

its all people are talking about now.
Title: Re: Frequent Suggestions Topic!
Post by: Jonofwrath on July 17, 2016, 06:37:42 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) ...I set up a Cleaning area...

Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.
Title: Re: Frequent Suggestions Topic!
Post by: NPKenshiro on July 17, 2016, 08:35:33 PM
I see Vultures has gotten a lot of talk already. So:

Dead bodies are often abound, and with the implementation of rats and more dietarily proactive animals, it's less of a problem. However, perhaps Vultures could be implemented as animals that fly around and eat rotting corpses and meat. Just as with any animal, they wouldn't be found everywhere, so maybe your colony gets a gang of vultures to feed its deceased to, maybe not.

Birds might introduce the issue of a Z axis, but if it can be gotten around easily enough, Vultures would be a good first item, and possibly other birds after that.
Title: Re: Frequent Suggestions Topic!
Post by: harkov on July 19, 2016, 03:55:19 AM
Quote from: Jonofwrath on July 17, 2016, 06:37:42 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) ...I set up a Cleaning area...

Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.
He sets one pawn to clean and then restricts the pawn to the area he wants cleaned using zones. Clever, yet I think my pawn will get cabin fever pretty quickly.
Title: Re: Frequent Suggestions Topic!
Post by: Jonofwrath on July 19, 2016, 05:18:07 AM
Yeah I've done something like this - you have to also allow them a path to their bedroom if you want them to go to bed. Would be handy to allow different at different times - confined to quarters over-night - confined to the kitchen during the day - except breaks outside - like a prison!

Title: Re: Frequent Suggestions Topic!
Post by: SpaceDorf on July 24, 2016, 02:06:03 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM

B) Decrease the number of "Chronic" conditions or allow cures for them. I've got several asthmatics and a few people with brain and stomach parasites  that I'd really love to fix but haven't found a way (yet.)

C) Allow 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?

D) Allow storage zones to optionally specify quality thresholds. I'd like to stock a weapons locker with superior or masterwork weapons while relegating the lesser quality weapons to my "trade zone."  Several releases ago there was mod that did that but I haven't seen an up to date one in a few releases.

I only noticed in between, that I am not in the Small Suggestion Topic, but a few quick answers.

D allready is implemented.

C I don't think fuel is used when the fueled worksation is not in use

B asthma can be cured by putting new lungs in the pawn.
Title: Re: Frequent Suggestions Topic!
Post by: Jonofwrath on July 25, 2016, 08:32:26 AM
Quote from: harkov on July 19, 2016, 03:55:19 AM
Quote from: Jonofwrath on July 17, 2016, 06:37:42 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) ...I set up a Cleaning area...

Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.
He sets one pawn to clean and then restricts the pawn to the area he wants cleaned using zones. Clever, yet I think my pawn will get cabin fever pretty quickly.

You're right - he will - I've tried this method - as I'm sure most of us have - you have to include a route outdoors to alleviate the cabin fever and also to their bedroom.

What would be better is if you could manage allowed zones by time - ie they're allowed in zone 1 between 0900-1300, zone 2 1300-1800, zone HOME from 1800-0900 - for example where zone 1 might be the kitchen area, etc.
Title: Re: Frequent Suggestions Topic!
Post by: Herumarath on July 29, 2016, 11:30:07 PM
Sort of related to Slave/Prisoner Workforce, a faction/trader that represents a law enforcement patrol so you can turn pirate prisoners in for a bounty and avoid the mood penalty for selling them as slaves.  I hate letting guys that tried to murder me go free because they are scum and my bleeding heart colonists go apeshit for selling them or killing them.
Title: Re: Frequent Suggestions Topic!
Post by: kragnfroll on August 05, 2016, 11:33:02 AM
I see lot of people asking for new winning condition in the scenario editor.

Could this be added to the list ?
Title: Re: Frequent Suggestions Topic!
Post by: FelisVulpes on August 10, 2016, 09:33:53 AM
Would love to see cats that can be trained in obedience at least ><
Title: Re: Frequent Suggestions Topic!
Post by: TrashMan on August 16, 2016, 05:49:43 PM
Slaves seems like a natural extension.

I meany can take prisoners, execute them, beat them up, harvest organs, sell into slavery, but can't keep them AS slaves?

It should be too difficult to implement - explosive slave collars to keep them from escaping (not that they can't try). A slave functions as a normal colonist, except his mental breaks and moods don't stop work. A slave would have an obedience level - the more broken in, the less likely to try to escape or insult. To escape, the slave need to get a key to his collar, something with one colonist would hold. Attacking that colonist in melee and winning would remove the collar.

A slave can be a general slave or a personal slave (given to a specific colonist). General slaves do all the dumb labor and assist other colonists. Personal slaves always assist their master/mistress when he/she doing something more extensive (crafting, smithing, researching), grating a bonus, maintain the masters room, and can also be used as concubines.
Title: Re: Frequent Suggestions Topic!
Post by: skinicism on August 17, 2016, 11:30:56 PM
  I'm tired of seeing tannin, black walnut trees and redwood trees suggested as possible additions to the game. As it is I must have seen these suggestions half a dozen times already. I mean, I know that the mods must be in on some creepy corporate innuendo jokes. Even so, I figure it's fair when the rest of us don't know the jokes. I mean, it's only an exercising of corporate responsibility... Right?
Title: Re: Frequent Suggestions Topic!
Post by: buttflexspireling on August 18, 2016, 02:27:27 PM
  Okay... I'm pretty sure this topic has been discussed to death and beyond. Couldn't there be a basic drawing of roots with a roofing-like drawing overlap of cotton cloth? Also, couldn't there be a written discourse that fertilizer has been dispersed following the lighted seed sowing animation?
  I mean, I know it's a stretch but how else can plants grow in gravel without adequate fertilizer and protection from the sunlight?
Title: Re: Frequent Suggestions Topic!
Post by: Bigby on August 19, 2016, 01:07:20 PM
Ransoming prisoners back to a faction should be added to the list
Title: Re: Frequent Suggestions Topic!
Post by: SpaceDorf on August 19, 2016, 03:00:05 PM
That would be cool :)

Instead of releasing them for goodwill, make even more silver off the guys attacking you.
Title: Re: Frequent Suggestions Topic!
Post by: SpaceDorf on August 21, 2016, 02:05:34 PM
Frequent suggestions topics :

This thread got derailed again, in part by myself, in part by the topic itself :)
It can be just so misleading.

How about different stickied threads or even sub-forums for frequent suggestions, dead horses and a wishlist voting thread ?
Title: Re: Frequent Suggestions Topic!
Post by: LouisTBR on August 28, 2016, 04:19:41 PM
Hey. I thought I'd give the URL to a recent lightning rods topic: https://ludeon.com/forums/index.php?topic=25083.0
Title: Re: Frequent Suggestions Topic!
Post by: asquirrel on October 04, 2016, 08:42:24 PM
A way to get friendly visiting units (and dumb dumb pets) to stop walking into my automated machine gun nests during raids.  With friendly visiting units, the chief of their clan gets pissed when that happens.  Not a good thing.
Title: Re: Frequent Suggestions Topic!
Post by: Lizardo on October 30, 2016, 08:24:46 AM
Could we pin threads for individual Freq asked topics so we know where to add comments and suggestions?
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on October 30, 2016, 12:13:41 PM
If you post the link to a thread discussing something I will add it too the topic on the list.
Title: Re: Frequent Suggestions Topic!
Post by: Thirite on November 21, 2016, 06:11:49 PM
Quote from: TrashMan on August 16, 2016, 05:49:43 PM
I meany can take prisoners, execute them, beat them up, harvest organs, sell into slavery, but can't keep them AS slaves?

That would be unethical.

In all seriousness though, I assume it's something Tynan wanted to add but never got around to. That said there is an excellent Prisoners and Slaves mod in the works by 100101. So the functionally people keep begging for will be there eventually.
Title: Re: Frequent Suggestions Topic!
Post by: Darkmatter on November 29, 2016, 09:03:23 PM
My main interest is in knowing if Z axis is in the works, or planned.

Thanks
Title: Re: Frequent Suggestions Topic!
Post by: Thundercraft on November 30, 2016, 04:47:30 AM
Quote from: Johnny Masters on April 11, 2015, 04:33:30 PMAlarm bell / codes - To trigger a set of behavior (stay inside home zone, only do X or Y, equip weapons/armor, etc)

That'd be nice. It shouldn't be too difficult or time consuming to implement, would it? Just have an Alarm Bell building for pawns to craft. That, and a way to issue an order to ring it, much like an order to flick a switch or light. (The order to ring an alarm could be categorized under Flick in terms of setting priorities.) Once it's rung, it would wake up any sleeping colonists and automatically order them to a "bunker zone" or "safe zone" (unless drafted for the military) that we could designate like any other zone.

Quote from: Johnny Masters on April 11, 2015, 04:33:30 PMPersonal Hygiene - Usually tied with water system

I noticed that this was suggested very recently here (https://ludeon.com/forums/index.php?topic=174.msg280679#msg280679), in the Your Cheapest Ideas (https://ludeon.com/forums/index.php?topic=174.0) topic.

Quote from: TDATL on April 10, 2015, 01:04:19 PMBetter damage resolution
Quote from: TDATL on April 10, 2015, 01:04:19 PMHow about damage thresholds or equivalent? I've seen it suggested a couple times.

Not sure what you're referring to. Is this about how easy it is for pawns to lose limbs from comparatively minor damage? Is it about how highly likely pawn is to die from a single gun (or arrow) shot? If so, then I'm all for that and I've seen several others complain about such. I started a thread here (https://ludeon.com/forums/index.php?topic=27666.0) with my suggestions about this and other aspects of combat.

Anyway, a number of these often-repeated suggestions and requests could be fulfilled through existing mods. That's not to say that such features shouldn't be added to the vanilla game. Rather, I would think that it would usually be easier to incorporate parts or all of a mod than doing it from scratch. And some of these often requested ideas are simple and hardly controversial.

Quote from: Johnny Masters on April 11, 2015, 04:33:30 PMMore power generation - Coal, radioactive, lighting, biomass, etc.

Players must consider power and lighting to be very interesting subjects (or they consider the default items to be bland or otherwise lacking) because both are popular subjects for mods. There are a number of mods for more variety in power generation, including RTGs (http://steamcommunity.com/sharedfiles/filedetails/?id=672718303), Izzyssentials Solar (http://steamcommunity.com/sharedfiles/filedetails/?id=727629047), [sd] advanced powergeneration (http://steamcommunity.com/sharedfiles/filedetails/?id=760088748), Turbines stuffed (http://steamcommunity.com/sharedfiles/filedetails/?id=726262380), Mechanoid Power Cell (http://steamcommunity.com/sharedfiles/filedetails/?id=726261821), Efficient Reactor (http://steamcommunity.com/sharedfiles/filedetails/?id=761356916), Improved Ship Reactors (http://steamcommunity.com/sharedfiles/filedetails/?id=800993374), Simple Nuclear Reactors (http://steamcommunity.com/sharedfiles/filedetails/?id=796059100), Rimushima v2 Modular Nuclear Power (http://steamcommunity.com/sharedfiles/filedetails/?id=733769952), and Corpse-Fired Generator (http://steamcommunity.com/sharedfiles/filedetails/?id=730407836) (A15 found here (https://ludeon.com/forums/index.php?topic=13400.msg261647#msg261647)). That's not even including the many mods for improved lighting (including new hydroponics lamps and several for LED lights), and new types of batteries.

Quote from: Johnny Masters on April 11, 2015, 04:33:30 PMBridges

Well, there is the [sd] bridges (http://steamcommunity.com/sharedfiles/filedetails/?id=788610933) mod.

Quote from: Johnny Masters on April 11, 2015, 04:33:30 PMAmmo for weapons

That's a fundamental part of the Combat Realism (https://ludeon.com/forums/index.php?topic=27374.0) mod.

Quote from: TDATL on April 10, 2015, 01:04:19 PMTools - Having tools needed for jobs or for improving  job efficiency

There are a few mods for this, now. There's Right Tool For The Job (http://steamcommunity.com/sharedfiles/filedetails/?id=672718223) and Rust Tools and Weapons (http://steamcommunity.com/sharedfiles/filedetails/?id=792227272). And Apparello (http://steamcommunity.com/sharedfiles/filedetails/?id=728381322) has some clothes that augment a pawn. (Though, I'm not sure if any improve work proficiency.)

Quote from: TDATL on April 10, 2015, 01:04:19 PMExtra traits - People always want extra traits, i've seen about 3-4 topics specific about this and a dozen traits in bundled suggestions

There are a few mods for that, too. I've heard of Expanded Traits (http://steamcommunity.com/sharedfiles/filedetails/?id=765613362) and  (//http://) and Romance Diversified (http://steamcommunity.com/sharedfiles/filedetails/?id=796643583), to name two.

Quote from: TDATL on April 10, 2015, 01:04:19 PMMovable furniture - To keep you from needing to destroy it

There's the awesome Miniaturisation (http://steamcommunity.com/sharedfiles/filedetails/?id=726372052) mod for that. I don't know why this isn't a part of the base game.

Quote from: TDATL on April 10, 2015, 01:04:19 PMMultiplayer - self-explanatory

Believe it or not, there's even a mod for that! ;D It's called Phi (http://steamcommunity.com/sharedfiles/filedetails/?id=732930564). However, it is limited: It quote, "only provides interactions between colonies played by different players."

To implement true multiplayer, though, is far beyond the scope of mortal modders. Tynan would have to do that. And, honestly, it would not be worth pursuing. I'm not the only one to say that, either. Adding true multiplayer would be very difficult. There are many much-easier-to-implement suggestions and much more pressing concerns.

I think that if RimWorld was intended to be multiplayer, then it would and should have been pursued from the start. To add that now would be akin to trying to add a basement or an extra floor to a new house after construction is mostly finished. It would probably require rebuilding and a lot of extra work.
Title: Re: Frequent Suggestions Topic!
Post by: Justin O. on December 20, 2016, 02:09:05 PM
I don't have threads to link at this time but I continue to see the request to be able to choose colonists body types/appearance on their info screen.
I think this is a good suggestion as well and would love to see in included in the vanilla game and it comes up repeatedly in the suggestions and think it would make a good addition to this list.
Some have suggested making it editable for any character at anytime, which would be nice from a customization standpoint, or just make it editable for your starting group.
Title: Re: Frequent Suggestions Topic!
Post by: ed155 on December 22, 2016, 10:04:09 AM
Hi
i have to encounter this one too much,  tranq arrows/darts to KO people animals etc.
for safety like stop a berserk animal/colonist without killing  or imprison raiders   i know its not a short time goal.Can u add this too?
Title: Re: Frequent Suggestions Topic!
Post by: Houkime on January 04, 2017, 01:28:55 AM
Rideable animals of all sorts.

https://ludeon.com/forums/index.php?topic=28916.0
https://ludeon.com/forums/index.php?topic=25107.msg257077#msg257077
https://ludeon.com/forums/index.php?topic=27579.msg279911#msg279911
https://ludeon.com/forums/index.php?topic=14880.msg156277#msg156277
https://ludeon.com/forums/index.php?topic=29103.0
https://ludeon.com/forums/index.php?topic=18437.msg201869#msg201869

etc etc etc
Title: Re: Frequent Suggestions Topic!
Post by: matthewgareth on January 10, 2017, 02:20:24 AM
Quote from: JimmyAgnt007 on April 07, 2015, 08:51:49 AM
Ok, there are a lot of repeat topics on here that show up from time to time.  They get discussed to death and finish.  Then someone else comes along and suggests it again.  Not that they are bad ideas, just that we dont need new discussions on them.  Searching for threads can be tedious if you dont use the same wording as someone else and doesnt always work.  Also some dont bother in the first place. 

So I'm asking if people could post the things that they are tired of seeing suggested.  Also for the link(s) to the discussion as well as any official word received on the topic.  I will try and update this first post with the responses to keep it organized.  Hopefully an official thread will exist at some point and mods can feel free to alter things as they see fit of course.  We do the same thing on the Kerbal Space Program forum and it works most of the time.

List:  (Please provide links if you can find them!)
Multi-core support (https://ludeon.com/forums/index.php?topic=17357.0) (Tynan knows this is a thing, stop bringing it up like its a new idea)
Basic Needs Suggestions (Water (https://ludeon.com/forums/index.php?topic=144.0), toilets, garbage, showers, other mundane activities)
Robotics (Roombas and such for cleaning, posted about quite often)
Multiplayer (https://ludeon.com/forums/index.php?topic=69.0)
Children, Breeding, or Procreation.  (Lots of threads, most recent (https://ludeon.com/forums/index.php?topic=19102.0))
Steam Integration/Support Here (http://www.reddit.com/r/RimWorld/comments/2m90ma/why_wont_i_get_the_steam_key_if_i_bought_it_after/) and Here (https://ludeon.com/forums/index.php?topic=1970)
Travel, Expedition & Raids (https://ludeon.com/forums/index.php?topic=11990.0) (Going to other maps for whatever reason)
Vehicles (https://ludeon.com/forums/index.php?topic=11854)
Fog of War (https://ludeon.com/forums/index.php?topic=146) and Here (https://ludeon.com/forums/index.php?topic=12366.0)
Slaves/Prisoner Workforce
Z-levels (this includes battlements, towers, trenches, tunnels, and other pseudo Z-level stuff)
Animal husbandry/breeding <NOW IN GAME>
Extra playable races/aliens/trans-animals/robots/droids
Water, in general or being utilized as a resources.
Fishing (https://ludeon.com/forums/index.php?topic=20261.0)
Backpacks  (https://ludeon.com/forums/index.php?topic=7234)(Holding stuff like meals or junk or whatever) also here (http://ludeon.com/forums/index.php?topic=13318.0)
Extra weapon slots. (https://ludeon.com/forums/index.php?topic=9173.0) (Melee/Ranged, Primary/Pistol, Whatever/Something Else)
Random landing site <NOW IN GAME>
Post-Rimworld Space Travel (Playing as the ship you launch, taking off to crash/land on another map)
Guards and patrols.  People who stay drafted and unproductive just in case something happens.
Lightning Rod
Cleaning Zones or Areas (Good idea just no new threads please)
Automatic Toggling of Lights
New winning condtions. (More endgame content)

Travel, Expedition & Raids (Going to other maps for whatever reason)
its in the game now so edit your post
Title: Re: Frequent Suggestions Topic!
Post by: Zafety on February 09, 2017, 11:22:48 AM
I would like to see a possible drug to help with withdrawal. Something that reduces the negative effects of addictions slightly and speed up the recovery a bit. You could also consider adding LSD as another psychedelic drug. I'd imagine it would have a euphoria higher than marajuana but have the same lower risk of addiction. The way if this is added I would like to see it function like a mental break wanderer but after the break is over they get a positive boost more than catharsis. The negative effect would be say if the colonist wanders into a grave yard the you could have a bad acid trip because they hallucinate and see monsters maybe even go beserk for a short time if they see a desiccated corpse while wandering. After the trip is over instead of having a positive mood boost they would have a negative mood boost with the description of had a scary trip or bad trip or something. or you could even base the trip's positive effects on the beauty of the area. He more beauty on average over the duration of the acid trip the higher the positive effects afterwards. It could range proportionally from a negative value If the beauty of the trip is ugly from Maybe -20 to a positive 40 if the area the trip occurred was breath takingly beautiful
Title: Re: Frequent Suggestions Topic!
Post by: b0rsuk on March 27, 2017, 02:10:12 PM
Idea that is frequently suggested and won't be implemented:
Containers, barrels, chests, shelves or equipment racks with increased capacity or ability to stack items. By design. Reasons given were:
* items would be hidden from view, disrupting visual clarity
* complicates things, especially AI
* the only reason people may want such thing is to make the game easier

Equipment racks / shelves prevent outside items from deteriorating, and that's it. You can have the same thing with 'roof build area'.
If Rimworld stockpiles bother you enough, your only option will be mods.

https://ludeon.com/forums/index.php?topic=31376.0
https://ludeon.com/forums/index.php?topic=31295.0
https://ludeon.com/forums/index.php?topic=30606.0
https://ludeon.com/forums/index.php?topic=19288.0
Title: Re: Frequent Suggestions Topic!
Post by: Thundercraft on June 18, 2017, 01:17:35 AM
Quote from: b0rsuk on March 27, 2017, 02:10:12 PM
Idea that is frequently suggested and won't be implemented:
Containers, barrels, chests, shelves or equipment racks with increased capacity or ability to stack items...

I second this notion. It could be a significant boon to the game. And the concept is quite popular, as indicated by the number of mods which accomplish increased storage space. There is at least one sophisticated container mod I'm aware of. But, in addition, there have been several "storage rack" mods (i.e., modded equipment racks) as well as several to increase the maximum size of item stacks.

Also, I'm reminded of the not uncommon suggestion to give RimWorld a 'z-level' or third dimension, like Dwarf Fortress. That is technically impractical, nearly impossible, and it sounds like that will never happen. However, if you think about it, there are three main benefits of a z-level: (1) It makes the map bigger, allowing more space to expand, (2) it allows for more efficiency, through movement and item storage and (3) it allows more opportunity for mining and resource gathering.

With storage, rack and item-stack mods, players can gain a lot of point (2) and even a bit of (1). That is, better item storage leaves more space to build things like more or bigger bedrooms, more solar panels, and bigger killboxes. With bigger maps and the Large Map Save Game Fix (http://steamcommunity.com/sharedfiles/filedetails/?id=876729369), players can get some of the benefits of (1). And with mods like Quarry (http://steamcommunity.com/sharedfiles/filedetails/?id=942690136), Deep Core Miner (http://steamcommunity.com/sharedfiles/filedetails/?id=822107128) and Sustainable Drill (http://steamcommunity.com/sharedfiles/filedetails/?id=799382274), we can (3) keep digging for more resources.
Title: Re: Frequent Suggestions Topic!
Post by: Shonin on June 23, 2017, 01:42:17 PM
Quote from: b0rsuk on March 27, 2017, 02:10:12 PM
Idea that is frequently suggested and won't be implemented:
Containers, barrels, chests, shelves or equipment racks with increased capacity or ability to stack items. By design. Reasons given were:

I'm kind of ok with that, since most items already have a quite large stack size so that is relatively easy to stock a large supply and, truth be said, management of space is a big factor in the game that shouldn't be lost.

However, I still find it would be nice fo "some kinds" of storage options, like a refrigerator (have been suggested, but it's not in the list. There's actually a mod for that). I mean, ok, we can make a building with coolers to act as one, but I find it strange that with all that tech we can't build a simplier thing. It could act like the actual one, but requiring energy and costing steel/components. In the end, it would be material-wise expensive, but would allow for making a fridge in the dining room or a device to keep raw meat inside the kitchen area. I don't find it would make the game easier, since it would be a decision on wheter or not spend more resources to have a little bit more of efficiency.
Title: Re: Frequent Suggestions Topic!
Post by: Thundercraft on June 30, 2017, 02:35:56 PM
The following has been brought up several times in the past and, recently, I've seen it suggested in the comments for several different mods. Unfortunately, it sounds like this is something that can not be accomplished via modding:

Tynan, is there any possibility that you would reconsider your position on allowing players to to remove bionic parts from dead humans (or, at the least, dead members of their colony)? As I understand it, the primary reason the idea was shot down was due to concerns over game balance. Specifically, since raiders frequently have bionic parts, such a capability would allow players to gain a lot of them, which could make players considerable money and, potentially, trivialize the difficulty of obtaining them.

I do recognize the logic of such arguments. However, players can ALREADY harvest bionics from colonists or raiders. The trick is to do it before they're dead. As such, some players have a habit of trying to capture raiders with bionics so they can do just that.

Anyway, I can't imagine that it could be terribly difficult to mostly or entirely mitigate concerns over game balance. Merely, it would require nerfing the frequency of how often they appear on raiders so they become uncommon. That, and/or locking the ability for our doctors to remove bionics from corpses behind new, end-game research. It could be called "Bionic Reclamation" or something.

I mean... come on! :-\ Removing bionics from dead colonists just makes so, sooo much sense! What logical, real-life reason could there be not to recycle, say, a peg leg or a bionic arm - especially in a post-apocalyptic setting where resources are scarce?
Title: Re: Frequent Suggestions Topic!
Post by: SpaceDorf on July 17, 2017, 02:19:59 AM
Quote from: Thundercraft on June 30, 2017, 02:35:56 PM
The following has been brought up several times in the past and, recently, I've seen it suggested in the comments for several different mods. Unfortunately, it sounds like this is something that can not be accomplished via modding:

Tynan, is there any possibility that you would reconsider your position on allowing players to to remove bionic parts from dead humans (or, at the least, dead members of their colony)? As I understand it, the primary reason the idea was shot down was due to concerns over game balance. Specifically, since raiders frequently have bionic parts, such a capability would allow players to gain a lot of them, which could make players considerable money and, potentially, trivialize the difficulty of obtaining them.

I do recognize the logic of such arguments. However, players can ALREADY harvest bionics from colonists or raiders. The trick is to do it before they're dead. As such, some players have a habit of trying to capture raiders with bionics so they can do just that.

Anyway, I can't imagine that it could be terribly difficult to mostly or entirely mitigate concerns over game balance. Merely, it would require nerfing the frequency of how often they appear on raiders so they become uncommon. That, and/or locking the ability for our doctors to remove bionics from corpses behind new, end-game research. It could be called "Bionic Reclamation" or something.

I mean... come on! :-\ Removing bionics from dead colonists just makes so, sooo much sense! What logical, real-life reason could there be not to recycle, say, a peg leg or a bionic arm - especially in a post-apocalyptic setting where resources are scarce?

Actually there is a mod for that :-D

https://ludeon.com/forums/index.php?topic=33723.0 (https://ludeon.com/forums/index.php?topic=33723.0)
Title: Re: Frequent Suggestions Topic!
Post by: Lowkey1987 on July 18, 2017, 08:53:17 AM
Quote from: Thundercraft on June 30, 2017, 02:35:56 PM
The following has been brought up several times in the past and, recently, I've seen it suggested in the comments for several different mods. Unfortunately, it sounds like this is something that can not be accomplished via modding:

Tynan, is there any possibility that you would reconsider your position on allowing players to to remove bionic parts from dead humans (or, at the least, dead members of their colony)? As I understand it, the primary reason the idea was shot down was due to concerns over game balance. Specifically, since raiders frequently have bionic parts, such a capability would allow players to gain a lot of them, which could make players considerable money and, potentially, trivialize the difficulty of obtaining them.

I do recognize the logic of such arguments. However, players can ALREADY harvest bionics from colonists or raiders. The trick is to do it before they're dead. As such, some players have a habit of trying to capture raiders with bionics so they can do just that.

Anyway, I can't imagine that it could be terribly difficult to mostly or entirely mitigate concerns over game balance. Merely, it would require nerfing the frequency of how often they appear on raiders so they become uncommon. That, and/or locking the ability for our doctors to remove bionics from corpses behind new, end-game research. It could be called "Bionic Reclamation" or something.

I mean... come on! :-\ Removing bionics from dead colonists just makes so, sooo much sense! What logical, real-life reason could there be not to recycle, say, a peg leg or a bionic arm - especially in a post-apocalyptic setting where resources are scarce?

:-D we dont know how bionics work. Perhaps they have to be keeped alive like a heart or liver.
Also as you say: Atm Players search ways to optain them from raiders. So players try different strategies to get a benefit. Which is better then just gift them, i think.
Title: Re: Frequent Suggestions Topic!
Post by: Bolgfred on August 02, 2017, 09:27:30 AM
I looked at this thread for the first time and now I see there are some topics that are frequently suggested, but i don't feel like I have an overview where I should put these topics.
Could that list actually be splitted into the categories? Something like:

Will happen
Might happen
Never happen
Already happened
In progress



I like the way one unknown comapny, working on a software I don't know, solved this. (https://theindiestone.com/forums/index.php?/topic/192-commonly-suggested-suggestions/)

Do you see? It's red for NO! Now even I understand what is being said.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on August 02, 2017, 09:28:57 AM
Updated, please point out anything that needs to change.  Remember, dont make suggestions in here, this is for collecting ones that get made too often.
Title: Re: Frequent Suggestions Topic!
Post by: tonsrd on September 27, 2017, 08:43:13 PM
Organ and Bionic removal after death = reuse,recycle  https://ludeon.com/forums/index.php?topic=35322.0

robots / slaves ( theres mai robots and / rimslave mods out now )

extra weapon slots = theres a amod called side-arm, or star wars that adds light sabers as another weapon.

toilets = theres a mod for that.
race mods = theres a few updated to a17.
ship mod = SOS. ( came out -updated in last month )

Title: Re: Frequent Suggestions Topic!
Post by: warbrand2 on September 27, 2017, 09:36:31 PM
not sure things there are mods for are the same as things there are many suggestions for.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on September 28, 2017, 09:28:50 AM
Quote from: warbrand2 on September 27, 2017, 09:36:31 PM
not sure things there are mods for are the same as things there are many suggestions for.

They very much are.  People suggest things on this list all the time, regardless if a mod is available or not.  If I checked mods id have nothing on this list and people would spam suggestions on the same topic like they always do.  I'm not going to support mods on this list.  Its goal is to tell people things that get suggested lots and to not make new threads for.  If they still want it, they can search mods on their own.
Title: Re: Frequent Suggestions Topic!
Post by: SpaceDorf on January 02, 2018, 01:51:18 PM
I thought this one was pinned.
Bumpety Bump
Title: Re: Frequent Suggestions Topic!
Post by: Third_Of_Five on January 02, 2018, 05:09:59 PM
Why is this thread no longer pinned?
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on January 03, 2018, 10:33:04 AM
I dont know, I realise lots dont bother reading it first but it should stay at the top.
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on January 07, 2018, 09:30:36 AM
Mods?  Can we get the sticky back?
Title: Re: Frequent Suggestions Topic!
Post by: jchavezriva on March 17, 2018, 04:02:52 PM
Does anyone knows whats the status of the Higiene stuff?
Has the devs said anything about implementing it or not?
Title: Re: Frequent Suggestions Topic!
Post by: JimmyAgnt007 on March 20, 2018, 09:07:48 AM
It seems unlikely.  Tedious without much payoff.  I doubt it will be stock but I havent seen anything recently about it.