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Messages - kanukki

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1
General Discussion / Re: Alpha 18 unstable test build is released
« on: November 01, 2017, 03:55:39 AM »
Some feedback on my blight experience... due to #reasons (heat wave, raid, starvation...) my fields got overrun with blight. Although I then gave orders to cut all plants, they still insisted on prioritizing planting new crops - which promptly got infected with blight - before removing the old blighted ones.

Even if I can set Plant Cut higher than Grow in priorities, I feel there would be a less micro-managing solution if I could give explicit order to remove only blighted crops, rather than having to click each one. Especially once you have 20 or 30+ blighted.

At least with the last event, once it happened it was over and you could just start re-planting.

Click select any growing zone in the vicinity and block sowing.  Unblock when blight is cut out.

Good tip, thanks. Should have thought of that. Would maybe be nice to be able to double-click blighted crops to select only the blighted ones, but I can live without that quality of life improvement, I guess.

2
General Discussion / Re: Alpha 18 unstable test build is released
« on: October 31, 2017, 12:09:27 PM »
Some feedback on my blight experience... due to #reasons (heat wave, raid, starvation...) my fields got overrun with blight. Although I then gave orders to cut all plants, they still insisted on prioritizing planting new crops - which promptly got infected with blight - before removing the old blighted ones.

Even if I can set Plant Cut higher than Grow in priorities, I feel there would be a less micro-managing solution if I could give explicit order to remove only blighted crops, rather than having to click each one. Especially once you have 20 or 30+ blighted.

At least with the last event, once it happened it was over and you could just start re-planting.

3
Ideas / Re: A18
« on: June 05, 2017, 08:26:54 AM »
Water as a meaningful resource. Give us something to do with our new rivers.
  • Pawns require both food and water daily intake
  • water required for brewing
  • Ability to dig wells, water purification (boiling etc)
  • Fishing
  • NOT a Dwarf Fortress style realtime water-flow model, as this would overwhelm performance for little benefit
  • Desalination (advanced tech)

4
Ideas / Re: Your Cheapest Ideas
« on: March 22, 2017, 07:17:58 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.

5
Ideas / Medicine (restrict) Policy Interface
« on: September 07, 2016, 05:35:32 AM »
Since we already have a drugs policy interface, the game would also really benefit from a medicine policy interface. The current system of restricting treatment by character, rather than by affliction ends up wasting medicine on minor cuts and bruises that will heal themselves, or having to micromanage treatment individually.

Instead a system where we could specify:
  • No treatment
  • No medicine (doctor treatment only)
  • Herbal
  • Medikit
  • Glitterworld
for each of:
  • Cuts/Bruises
  • Burns
  • Illness (minor - flu, etc)
  • Illness (major - plague, etc)
  • Trauma (Gunshots, etc)
  • Infection
  • etc etc

6
Ideas / Re: Your Cheapest Ideas
« on: September 07, 2016, 02:56:17 AM »
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.

7
General Discussion / Re: Alpha 15 unstable branch testing feedback
« on: August 18, 2016, 04:21:49 PM »
Yeah, I think I'll probably rename crack. The other ones are already fictional or obscure names, aside from alcohol and marijuana.

Didn't mean for this to become a whole moral temperature taking on drugs, but guess it's good its out there. I think this direction is probably most sensible. I mean we are already in a sci fi world  with other fictional materials, so why not save agony from those who would be offended or have personal triggers.

8
General Discussion / Re: Alpha 15 unstable branch testing feedback
« on: August 18, 2016, 06:36:37 AM »
Hey Tynan, I just started up and was a bit surprised to see drugs as 'marijuana' and 'coca'. I'm certainly not offended myself, but I imagine not all folks/govts/game ratings boards are as enlightened. I think Prison Architect (or some other game?) had to change the realistic names of the drugs to more fantasy names to avoid potential trouble.

9
Ideas / Re: Your Cheapest Ideas
« 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...)

10
Ideas / Re: Cleaning Zones
« on: October 31, 2015, 06:19:21 AM »
I'm not sure if this logic exists at all, but even without 'cleaning zones' (tho a good idea) would be a toggle option to clean 'indoor areas only'. I want my colonists stamping out fires in my fields, but don't need them tidying up out there necessarily.

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