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Topics - 10001110

#1
This mod would automatically recall everyone back to base in the even of a raid (or other nasty occurrence), independently of what they're doing. In the event of a staging raid, colonists would be able to finish (or not) what they're doing (hauling stuff) depending on how far they are from base?
Prepare for battle: hitting this shortcut key would send all previously assigned colonists to the kitchen to get some food, draft them and group them in a predefined location(s).
#2
Mods / [Mod request] Prioritizing crafting tasks
February 01, 2016, 10:59:06 AM
This mod would read current active crafting jobs and create a list where we would be able to set a priority for each. or change a priority on the fly. For example, we have smelt steel from ore, smelt steel chunks, make sandstone blocks, make granite blocks, break down apparel for materials, etc. We could assign steel as #1, granite as #2, break apparel #3, Sandstone #4, without having to go to each bench and move things up and down or suspend them, i think it's a bit clunky. Moving things up and down doesnt work very well if multiple crafting jobs are active across different crafting tables, and there are not enough people to man everything, because of things. Guess we all know that :D
This would be great to give an overview of what jobs are active on each bench as well, if possible, in case we have 2 benches one for Y blocks and one for X blocks, for whatever reason.
We REALLY need that steel for yesterday, but that guy really wants to play with rocks or rags? This would fix it quick.
#3
Maybe this has been requested before, maybe it's not quite possible, or maybe there is a mod for this already (which i don't know about, if so, please linky?), would it be possible to mod colonist behavior so they actually complete something we tell them to? Haul everything needed, then build, not just haul some material and take off to do something else.
#4
Mods / Mod request: Animal breeding
February 27, 2015, 07:19:11 PM
We already have fence mods, now we just need to capture some critters, throw them inside a pen built over grassy fertile ground, and with the help of some crafty genetic engineering and ingenuity (Research topic, unlocks fast animal breeding research, critter steroids research, fast-grow critter feeded, critter steroid dispenser, critter food, and critter dump treatment), we can have our own critter farm!
Them critters would mainly feed off the grass, occasionally munching on the critter feeder treat for that growth boost, or, when it gets snowy, for food. The Steroid dispenser would have one hopper attached for Xerigium, the critter feeder would have a hopper attached for whatever food we choose to put on it (potatoes, rice or corn)
Boomrats could not be slaughtered due the hazardous consequence upon death, but can be herded, to create organic critter traps for enemies - a boomrat joint right at the entrance to the compound, ready to blow up in much lolz and roflz tears. Every other critter would have a baby version. Baby critters can not be slaughtered until they reach adulthood (how so cruel!). Critter joints can only be built outside in fertile soil, so the flies and mosquitoes can have somewhere to rest that is not a colonist, and of course, critter dumps would have extra aroma inside, and need to be cleaned as well, maybe a cleaner without nose could do it, but they're hard to come by. Those dumps could be thrown in an optional special machine that would turn that stuff into fertilizer, to be used in agriculture, or just dumped somewhere else to gross out attackers and make them throw up all over the place. And also make colonists throw up if they see those big piles of ****, unless they're complete Psychos.
This would actually make the "clear snow" feature useful, and much necessary, or the critters will die unless they're Muffalos. Building those pens near a water source would provide a small growth bonus to the pen grass and critters. A moat would also do the trick, not much water in desert areas, but moats can magically spawn water, and would be essential in desert areas.

I could go on forever, but i'll leave the rest to collective imagination.

#5
Mods / Mod request: move furniture
February 27, 2015, 06:37:15 PM
Because it's so annoying deconstructing some furniture to reconstruct it a square away, a hauler, as long as possessing a basic construction skill, could "move" furniture small distances. Furniture is not bolted to the ground right?
This could be used on all basic furniture, beds, tables, chairs, racks, pots, crafting tables, statues, etc, maybe even turrets.
Maybe this could use the statue method. I actually never noticed a pawn moving a statue... do they, actually?

#6
Mods / Mod request: Shrink
February 27, 2015, 06:26:27 PM
Shrink would be a trait that, while coupled with medical skills, would allow the doctor to go by a sad pawn, about to break down, and try to stabilize its mood by having a talk about it's worries and give it a small boost, much like a warden convinces prisoners.
A new piece of furniture, the "Shrink couch" (or whatever :P) would allow us to send a terribly negative traits pawn to be treated by the Shrink, that could, with help of medication and over time, remove a random existing negative trait from the patient, like Neurotic, Pessimist, Hypersensitive, etc.
In the same fashion, after being wounded countless times, seeing so much blood and corpses, a PTSD traumatized pawn could, over time, develop negative traits, unless it has traits that make it immune (bacause they think the sight of carnage is awesome) - like Cannibal, Bloodlust or Phsycopath.

That or a torture chamber, so we can show the others what will happen if they freak out.