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Topics - Kagemusha12

#1
It would not only be very nice, but actually necessary, to have the ability to restrict the types of food your animal trainers use for training the pets.

Many (if not most) players separate the food for their colonists and the food for their pets (by making special food for pets (like hay of kibble) available and restricting the anmals from entering the fridge.

Having an animal trainer give human food to the pets can wreak havoc on those plans.

I currently have a good example in my current game:
My 3 dogs have huge amounts of Kibble available (made with hay and human meat gained from the corpses of invaders).
Well, at one point I gave the order that one of my dogs should receive training in hauling.
Afterwards I wondered why  the vegetable stores in my fridge drained at a higher rate than usual.
Well, it turned out that my animal trainer used the vegetables from the fridge to reward the dog ... and not the masses of Hay or Kibble I had in store

Being able to restrict the food used for training wuld be very helpful in order to prevent this
#2
Ideas / Psychologist / Psychoanalysis
August 11, 2016, 04:03:40 AM
IMHO it would be nice to get a psychologist room/job (and maybe skill).

A psychologist  could serve in 3 functions:

  • Combat terrible mood ... if a colonist is short before berserking (or doing other things) a session in the psychologists room could improve his/her mood (or maybe remove some of the mood debuffs) so he gets out of the dangerous mood zone
  • Calm down colonists that already had a breakdown (i.e. are berserking or wandering around in a dazed state)
  • Lessen the impact of certain traits (for example substance abusers or pyromaniacs) so that the cravings that arise from said trait are lowered

He may also visit the prisoners once in a while, to lessen their cabin fever (and thereby make it less probabled that they berserk).

The downside to having a psychologist would be, of course, that it may be a time consuming work, making the colonist (who serves as psychologist) be less availabel for other works
#3
Ideas / Timed electrical switches
August 09, 2016, 05:05:55 AM
I.e. electrical switches for which you can create a schedule (similar to the schedule for colonists workdays) when the switch should be switched on or off.

This way you could, for example, create a separate electrical circuit (connected by such a timed switch) in which all Lamps and/or workshops in the common area are switched off during the night (when all colonists are asleep) ... so that the power for the workshops and lamps is saved during the time when they are not used and solar panels aren't active.

Of course, if you change the schedule for such a timed switch, a colonist would have to go to the switch and enter it (in order to prevent exploiting of such a switch as a "normal switch" that can just, at a whim, be switched on/off without colonist interaction)
#4
Perhaps the game should check events for exclusivity.

I had a solar flare at the same time as a solar eclipse.
IMHO it is strange to have EM radiation of a solar flare affecting the colony, when there is a whole moon blocking out the sun
#5
Ideas / Maximum amount per stack in stockpile
August 07, 2016, 11:57:26 AM
It would be nice if (for stackable items) we could control the maximum amount of items ... either per stockpile or per stack in the stockpile.

Example:
I have a single prisoner with an extreme infection in the prison cell (which I want to keep alive)
but I also have a few normal colonists in the hopspital, and I am running low on medkits.

Therefore I want to put a stockpile with just a single medkit next to the prison cell.

Currently it seems like this isn't possible, as neither sharing the items between stockpiles is in the game nor (I guess easier to program) a slider that allows you to determine the maximum amount of items per stack in a stockpile.
#6
Ideas / Pet Command: Sit
July 31, 2016, 09:35:18 PM
We definitely need an order for our pets to sit/stand at a certain location (and not move away) for a certain time.

For example in case of a battle ... we want to have our pet nearby (in order to release it at one time or defend us) but we also don't want it to run into the hail of bullets (and get killed in the crossfire). Telling your pet to sit behind your lines would be a good way to keep it out of harm

In short it would be similar to temporarily defining an animal zone (for this specific pet) of 1 tile, with the exception that it would be much more convenient (you don't first have to define the zone, then assign your pet to it and afterwards unassign your pets and delete the zone again)
#7
Obviously an oversight (or lack of automatic check what combinations fit together)

I came upon a member of a raid who had:

Childhood: Vengeful Child
Adulthood: Healer

That doesn't make sense ... Vengeful Child = Incapable of Caring -> Medicine deactivated
Therefore it wouldn't make sense for him to go into a medical profession at adulthood.
#8
Ideas / Minimum Level for Construction Job
July 28, 2016, 01:04:19 AM
It would be great if we had the option to declare that a construction job should only be performed by pawns with a certain skill level (or above)

Example:
Building walls and doors is just a standard job .. if the skillcheck fails it just means that you need another try at building.
Therefore I don't care whether a highly skilled pawn does this job or the lower skilled pawns use it for practice  (and wouldn't impose any restrictions on it)

Totally different the table in the dining room .. I don't want to let its construction be performed by someone with a skill of less than 10 ... and therefore would like to be able nto go to said construction job and give it a minimum skill of 10.

Of course, at the moment you can use a workaround, by going to the job and manually tell (one of your) high skilled builder/s to prioritize it. But that's only practical if trhe number of current high skilled jobs is small.
If, for example, you want to construct a table + 8 chairs, you will, have to do it in small steps ... first giving the cinstruction order for 1-2 of these things ... then assign your highest skilled builders to it ... wait till they are finished ... crteating the next 1-2 construction orders, assigning your highest skilled builders to it ... wait till they are finished ... and so on
Whereas with the proposed system yu just create all 9 construction orders at once ... then assign a minimum skill level to each order ... and then just have to wait till they are completed ... much less micromanagement
#9
Regarding 1:

Say, for example, you see that your dog eats meat that was meant to be an ingredient for fine meals.
And you want to prevent this.

It would be great if you could just order a colonist that he should go to the dog in order to prevent him from performing the action
(so that the dog stops the action and has a certain timeout before he might try this action again)

After all, that is what you would normally do with a pet if you discover it doiung something forbidfden (i.e. preventing it from doing it and scolding it, so it may be more reluctant to do it again ... at least if you are watching)

Regarding 2:
Lets say you want to define a new activity zone which should encompass the whole map, but only leave out a few spots (for example for a dog that should be allowed to roam the whole map, but just should be forbidden to enter the refrigerator) ... it seems like at the moment you have to manually paint the activity zone across the whole map  (which can be a lengthy affair if you use a large map).
It would be great if there were a button that defines a certain activity zone for the whole map ... so that afterwards you just have to manually remove the activity zone from the rooms where said animal shouldn't be allowed to roam
Or alternatively an "Invert activity zone"-Button, so that all "Allowed" spots become "Disallowed" and all "Disallowed spots" become "Allowed" (in this case you would just have to paint an activity zone into the refrigerator, then press "invert activity zone" et voila, now the activity zone allows roaming on the whole map, except the fridge


2nd suggestion (invert an activity zone) is already in game, that leaves us with suggestion 1: Ordwering your pawns to restrain a pet from performing an action
#10
The ability to have colonists carry other colonists (who are unable to move) from normal beds to hospital beds is sorely lacking in this game.

I had the following situation:
Extreme heat wave that wens on for more than a day, with temperatures of 55°C+
Oner of my colonists collappsed with an extreme heatstroke.

Another colonist rescued her and brought her to her bed (in an unclimatized hut)

Well, as her heatstroke got worse while lying in her bed in the hot hut, I decided to put a sleeping spot into my large refrigerating room and declare it a hospital.

But alas, there was no way to transport the bedridden colonist from her own way to the hospital.
Neither could I undesignate or deconstruct the bed she was lying in, nor could I tell another colonist to transfer her to hospital.
All I could do was watch her heatstroke getting worse and worse till she succumbed from it

The simple order "Move bedridden colonist x (on which I clicked) to hospital" would have saved her life :(
#11
Bugs / Colonist not waking up when being attacked
April 17, 2015, 08:21:06 AM
Dunno if this is a design oversight or a feature (some people are know to sleep through the weirdest events, after all)

A sleeping colonist was attacked by a mad squirrel which, before being taken down by a melee colonist, caused him a scratch wound.
Instead of waking up, the colonist continued to sleep, not waking up before his scratch wound was fully healed (at which point the colonist probably wondered why there was a dead squirrel in front of his sleep spot and why there were bloodstains on his T-Shirt from his own blood :D )

Well ... unsure if this is intended or not ... normally I would assume that only persons with a very deep sleep (which may be introduced as a colonist trait) wouldn�t wake up when being attacked and wounded ... whereas most persons would wake up from this.
#12
Just a small oversight:
I have a colonist who was occupied as a Ninja Assassin during ther adulthood.

According to the desription she "often went into longsleep for decades between missions"

Well, her age definitely doesn´t reflect this, as she has a biological age of 32 and a chronological age of 42. With other words, she hasn´t even spent a single decade in cryosleep.

Maybe "Ninja Assassin" should contain "chronological age = chronological age + 50" if "biological age - chronological age < 50"
#13
A situation you may encounter all too often:
For some reason (for example an attack) your stockpile of cooked meals is depleted, and your cook is busy preparing new ones.
for some reason however your colonists don´t want to wait but rather want to eat (or feed) right now, despite the fact that their hunger bar (or that of the prisoners) still is at 30 or 40 % and, one after the other, begin to take away your precious resources of raw meat or vegetables, forcing you to put them into military duty just so they don´t carry away (and consume) those supply, which are meant to get turned into meals.
Over short or long, all of your colonists are standing at attention, while the cook is the only person not on military duty and trying desperately to cook meals to satisfy the colonists, so that you can put them off from military duty again.

It would be great if you could either order your colonists to only eat cooked meals (and consume any raw food only in case they are about to starve, say at hunger bar = 10%), or if you could reserve stockpiles for manufacturing / kitchen use only, so that any raw food (or raw materials) therein only is allowed to be used for cooking in the kitchen (or manufacturing in a workshop) and not for consumption by colonists
#14
It is something that is rather the norm than the exception in hunts:
After a few shots in a hunt, the animal falls to the ground due to being so severely wounded.

The hunting colonist continues to shoot at the animal but now has a vastly diminished chance to hit, due to the fact that he now shoots at a lying target, instead of a standing one.
The result of this is, that this second phase of the hunt (i.e. shooting at the lying deadly wounded animal) can take several hours ... sometime more than half a day (whereas, if the colonist would just approach the animal and attack it in melee, he could finish it off within just 1 hour, with no risk to himself).

Therefore my suggestion:
As soon as an animal in a hunt is so wounded that it falls to the ground, the hunter should either decrease the distance to short range, or even begin attacking the animal in melee)
#15
6 suggestions which IMHO would be extremly useful for Rimworld-Players:

1. Additional zone: Firefighting
Reason:
While automatic firefighting currently is included in the home zone, this zone comes with the additional ballast, that colonists try to keep it clean. Sometimes however, I might have an interest in just having zones with automatic firefighting without my colonists wasting time with cleaning them ... for example for the area surrounding my powerlines and geothermal (and other) power generators.
It would be great to be able to define a "just firefighting and no cleaning" - zone for such areas.

2. Colonist (Warden) order: Put prisoner to bed
Reason:
At the moment it is annoying that my doctor can only treat prisoners, when they are in bed (and the treatment of the prisoner automatically stops when they get up). While sometimes (seldom) the warden uses an automatic action to put a prisoner to bed, it would be useful if the player could have the ability to manually order the warden to put the prisoner to bed. Often such an ability may make the difference between life and death (for example when the prisoner is walking around in his cell, but still has wounds that need to be bandaged in order to keep him from dying of blood loss)

3. Colonist (Warden) order: Give prisoner clothes
Reason:
Often you have good reason to strip wounded enemies before taking them prisoner (for example because they have nice gear (like power armor, shields, helmets). But you don�t want to have them completely naked in their cell (for one because of the mood modifier, for the other because maybe you don�t have any heating installed in their cells ... but also don�t ant them to freeze to death) and have lots of normal clothes lying around. In this case it would be great if you could order a warden to give selected clothes to the prisoner, so he is able to put them on.


4. Colonist order: Sleep/Rest
Reason:
There are times (for example just before an attack by enemies) where you want your colonists to go to bed, even when they aren�t tired enough to go to bed by themselves (so they are all refreshed when it is time for them to take action) ... for this purpose a "go to bed" order would be very useful. 

5. Colonist (Doctor) order: Prepare treatment
Reason:
When a colonist has an infection it is extremly important to treat the prisoner again as soon as the infection becomes "untreated" again. While doctors automatically queue up the "treat colonist(or prisoner)" - order as soon as the infection becomes unreated again, it sometimes may bee to late to keep the inection from getting worse.
With the manual order "Prepare treatment" (and the sick colonist/prisoner as target) the doctor would gather a medpack (if the target is a colonist or you allowed the use of medpacks on prisoners) and then stand and wait at the ill colonists/prisoners bed till the disease becomes untreated again (so the treatment can commence as soon as possible)

6. Buttons for the Colonist Detail menu: Next/Previous colonist
Reason:
Often I would want to browse through my colonists in order to get detailed infos (example: I have captured/bought a certain melee or ranged weapon and want to look through my colonists for the best candidate to get it). AT the moment it seems like the only way to do it is, to open "Overview", click on the first colonist and look at his/her details ... then open overview again to click on the next colonist ... and so on.  This becomes a little bit tedious as your colony grows.
With buttons in the colonist detail screen to switch to the next/previous colonist in the list, this would be much easier/more practical.