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Topics - Armorat

#1
General Discussion / Construction interface
April 12, 2014, 12:16:14 AM
I think there's got to be a better name for the "Buildings" submenu, considering none of the items within it are actually buildings. It's not an intuitive handle, and despite playing Rimworld since the first alpha (though not obsessively) I still can't habitually find the right tab when I'm looking for generators (those are structures, right?) or comms console (why not sorted with the other colonist workstations?).

I can't really think of a better title that encompasses the current contents, as it's something of a miscellaneous category right now...considering it's mostly power items but also contains graves and gibbet cages. Raises the question of UI organization in future updates, though. I can't imagine that all of the future additions will fit in these 4 tabs without leaving them too cluttered. On the other hand, I don't think you'd want to add many more buttons to the existing set, or it will start consuming too much screen real estate.

One possible solution, just spitballing: there's a single construction button in the left box, instead of the 4 we have now. Click this, and a row of tabs slide up from the bottom of the screen with the different building categories. Select one of these and the individual options pop up above in a row of their usual boxes. This would allow for more categorization options, making for a more intuitive breakdown of items. Would also provide the space for modders to add their own new tabs, if they were adding something they felt was a unique category. I'm no designer, though...any other thoughts?
#2
Ideas / Secondary equipment (non-weapon)
November 06, 2013, 08:36:16 PM
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.)