Make a warning pop up whenever someone tries hunting unarmed.
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#2
General Discussion / Re: Add what?
October 30, 2014, 01:06:12 AMQuote from: Cimanyd on October 29, 2014, 07:28:14 PMRimworld Roomba! Rimba!
Ever since I've seen a cleaning robot suggested, I want one. (so, mechanoids)
#3
Ideas / Re: Job/skill "adventure" wanted
October 30, 2014, 12:44:23 AMQuote from: Igabod on October 28, 2014, 10:25:17 AMSomething like this would be good, yes.
I had an idea to fix the same problem. Just add a tab to the colonist panel that gives you the option to set max travel distance of each individual colonist (using their bed as the center from which they measure the travel distance). This way, you can give 2 colonists a small hut with a couple beds assigned to them all the way on the other side of the map. They would behave as they normally would back at the main base, but all their duties would be performed at the auxiliary base and they would ignore any duties that are assigned outside their max travel distance. You would of course also be able to set no limit on their travel distance and they would behave exactly the same as they currently do.
Also, Maybe make it possible for two or more colonists to attend to an individual fire spot? Or else change the duty prioritization system to be more dynamic; closer duties become somewhat more prioritized, to the extent that very distant fires may even be less of a priority than lower but closer duties like doctoring.
#4
Ideas / Re: Numbers in the Overview
October 03, 2014, 02:17:55 PM
Oh yeah, I don't like hovering my mouse over each task to see what someone's effective skill is. It would be nice if everyone's effective skill could be visible all at once somehow.
#5
Ideas / Re: Hunting zones
October 03, 2014, 02:09:04 PM
Yeah, I don't like having to tag all the animals myself.
What if we added a bill, sort of like the stonecutter's table, where a specified number of animals within a specified radius of an area are to be hunted?
What if we added a bill, sort of like the stonecutter's table, where a specified number of animals within a specified radius of an area are to be hunted?
#6
Bugs / Colonists eat clothes
October 03, 2014, 02:03:35 PM
When my colonists hungrily butcher somebody's body "like an animal" they tend to forget to remove clothes and armor first. I know it's possible to "strip body" but shouldn't this be automated when you eat the poor fools?
#7
Ideas / Re: organ harvesting
October 03, 2014, 01:59:15 PM
How about a life-support system (advanced hospital bed tech?) to keep people alive long enough to do heart/liver transplants or to remove more organs before they die? Bionic heart, maybe?
Also, performing surgery should give medical experience. I wanted a mad doctor who "practices" a lot.
Also optionally, make organs removable after death but include a failure rate that increases the longer they've been dead.
And finally, brains removable? Can put 'em in robots.
Also, performing surgery should give medical experience. I wanted a mad doctor who "practices" a lot.
Also optionally, make organs removable after death but include a failure rate that increases the longer they've been dead.
And finally, brains removable? Can put 'em in robots.
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