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Messages - bondvt04

#1
Ideas / Re: Your Cheapest Ideas
December 08, 2018, 03:38:17 AM
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
#2
Ideas / Re: Your Cheapest Ideas
December 08, 2018, 03:37:32 AM
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
#3
Ideas / Re: Your Cheapest Ideas
June 30, 2018, 08:26:27 AM
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
#4
Ideas / Re: Your Cheapest Ideas
May 27, 2018, 09:56:30 AM
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!
#5
Ideas / Re: Cloning or a resurrection dev tool
February 02, 2017, 08:16:37 AM
About topic subject. You can rename your save file to *.xml, open it with any xml editor and find within <thing Class="Pawn">...</thing> blocks. Edit any data you need in such blocks. For example
                  <ageTracker>
                     <ageBiologicalTicks>175778863</ageBiologicalTicks>
                     <birthAbsTicks>-7556933665</birthAbsTicks>
                  </ageTracker>
Also I find out that on this site you will logout after 60 minutes online, so you will lose all your writed text. Be careful and always copy your text before sending it in web sites ;-)
#6
Ideas / Re: Cloning or a resurrection dev tool
February 02, 2017, 06:53:14 AM
Z0MBIE2, 2 points:
1) Actually I started game (16A) with one colonist, named him like me, and played a looong time with that colony. And wanna play much more, but soon my main colinist will be dead just because of age. I don't want start another colony, I want to play THIS colony. So maybe "resurrect" dev tool not so bad idea. I really don't think that ALL players likes to start new and new and new colonies and plays just to have FUN or !FUN! becouse of diying another colony. Maybe someone loves they colonies and play in rw like in sims or thome thing :)
2) Some players (like me and my friends) like sometimes use cheats in order to create interesting situations. For example in RTS create many enemies and try to defeat them. So this is normal to use "dev tools" to play, not for only developing purposes