Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - ChiefSlapahoe

#1
Memory loss would cause the character to randomly refresh their job search/queue. It wouldn't effect their actions when drafted though. Would make them less reliable for crafting. Would make more sense if it develops after a traumatic injury

Narcolepsy would either make them fall asleep randomly. Would have to be balanced not to suck up too much time. Would be the narcoleptic trait.

#2
Mods / New zone - Bedroom
July 21, 2015, 01:00:49 AM
Perhaps this could be done automatically; a zone that when a colonist claims a bed and it becomes a bedroom, similar to how prisoner beds become a prison. This could be used to then reduce the area that a colonist needs to not be cramped to something more reasonable for just bedrooms, leaving the debuff for main areas. Somehow a 30 open space room seems like it should be more than enough...

Decreasing the space needed would also let you up the beauty/joy/production of a bedroom, without making them pissed. I think it would make colonies look more proportional and allow more importance to be on rooms, rather than just something you stuff your colonists into, because making them big isn't worth it. Perhaps some traits could get a buff for spending more/less time in their room besides sleeping. 
#3
Mods / Copy/paste storage settings
May 13, 2015, 04:08:05 PM
Would be nice to copy and paste what you allow to be stored (the checklist) from one storage to another and hopefully from one storage furniture to another (ie storage racks, deep storage/nano storage mods). It would save a lot of time if the code structure allows for this and will allow you to create well defined storage/armory areas.

Using mods, I like to have a walk in freezer with food baskets/tray racks for food; an armory with storage lockers/shelves for weapons and body armor along with a container for shells and rockets; and finally a large storage with various containers for luxury items (finer things), textiles, manufactured items, and all other building materials. It makes it look so much better than just random items on the ground everywhere (and even more efficient with compact storage mods).
#4
Trading as it is works decently well but really becomes a hassle as you get more advanced, especially with mods like Finer things, Industry, conveyor belts, ect. It would be nice to have specific trading stockpiles (ie another separate zone), where you specify what you want in it. It could work by requesting something moved to it, and then automatically forbidding it from being picked up.

A nice GUI menu that lists the items and then next to it a blank box that you could type into the number desired. If possible, it would draw its list from whatever is in your stockpiles (other storage furniture too if possible). I'm not sure how the code is structured and how the engine handles these things, just a guess. Say I want 50 cloth to sell but want to keep 50 stockpiled, that is really a pain to do as it is and this system could really open the way to better crafting and trading.

It also just bugs me that I have to store items outside and micromanage them (say i don't want that crappy knife in my armory but I cant dump it and then I have to mess with  priorities back and forth and forbidding just to move it to sell) instead of in my pretty little storage areas (Clutter mod is great btw, the storage racks and pallets make it look a lot better)