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#17
Ideas / Re: Accommodation for visitors
July 24, 2014, 09:05:15 PM
Great idea! This could be an alternative way to build relations with factions, instead of just bribing them with silver.
#18
Ideas / Re: Allow manual assignation of beds
July 24, 2014, 08:55:16 PM
I just wanted to bring you the news that I just read the change log and it seems this has been fixed for next update. YAY!

#19
Ideas / Re: Massive map sizes & NPC Faction base building
July 24, 2014, 11:46:26 AM
It sounds to me like he is circumventing the problems associated with large map sizes by placing a nummer of smaller in the same world and then have them interact on a meta scale.
#20
Ideas / Re: Massive map sizes & NPC Faction base building please!! Feature pack suggestion
July 23, 2014, 09:29:49 PMQuote from: Entityofsin on July 23, 2014, 03:08:13 PMSince you want bigger maps I though world generation with biomes and weather would catch your interest.Quote from: bjo0rn on July 23, 2014, 10:51:25 AMI skimmed through it and it didn't really say much for map sizes.
If you haven't already done so, you should read the change log since the Alpha 5 release.
It can be found in the General section.
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I wasn't aware if this was something highly suggested. Good to know that I am not the only one that wants it. Hopefully Ty responds regarding the other things on the suggestion list that would go with massive map sizes.
#21
Ideas / Re: My Idea to Replace the Stockpile Graphic
July 23, 2014, 11:05:45 AMQuote from: vagineer1 on July 23, 2014, 10:52:15 AMThen only my last remark about indoor use applies. Also, have you noticed that you can hide stockpiles?
I forgot to add that the whole area would be used, not just the inside. My bad. I just thought that it would look visually better than a big coloured square. I fixed the original post.
#22
Ideas / Re: Massive map sizes & NPC Faction base building please!! Feature pack suggestion
July 23, 2014, 10:51:25 AM
If you haven't already done so, you should read the change log since the Alpha 5 release.
It can be found in the General section.
It can be found in the General section.
#23
Ideas / Re: My Idea to Replace the Stockpile Graphic
July 23, 2014, 10:46:48 AM
A problem with your suggestion is that it wastes space outside the effective region. For 5x5 effective stockpile, 24 out of 49 squares are wasted, i.e. 49%. This is even greater for smaller and non-square stockpiles.
Also, have you thought about how this will work indoors?
Also, have you thought about how this will work indoors?
#24
Ideas / Re: Configure a group of equipment racks at the same time
July 23, 2014, 03:46:32 AMQuote from: _alphaBeta_ on July 22, 2014, 09:36:20 PMHow careless of me. Well, glad to see I'm not the only one. Thanks for the notice!
This very related thread may interest you.

#25
Ideas / Configure a group of equipment racks at the same time
July 22, 2014, 07:55:48 PM
It's been bugging me for a while now that if I want to configure the storage settings for equipment racks, I need to do it on each one of them individually.
Why not make it possible to configure a selected group of them?
This could apply to zones too.
Why not make it possible to configure a selected group of them?
This could apply to zones too.
#26
Ideas / Re: Geothermal Generator thing... 3D!
July 22, 2014, 04:49:36 AM
It's pretty and all, but I don't understand what your suggestion is... to abandon the 2D top-down view and go for 3D or isometric?
#27
Ideas / Re: Safe zone
July 21, 2014, 11:23:51 PM
I was just about to suggest "why not bake this function into the home zone?" Hehe! I like the idea though. Not sure exactly hos it would work in practice though. Would a mad squirrel be able to trigger everyone to retreat to home region?
#28
Ideas / Re: Mood penalty for sleeping in light
July 21, 2014, 11:07:45 PM
Good response! The main motivation for the suggestion was realism. Secondarily, it adds a little difficulty by introducing another element the player has to consider, not necessarily by micro management but by planning.
I view rimworld as a large number of simple systems that interact, causing interesting chains of events. The more the merrier!
I view rimworld as a large number of simple systems that interact, causing interesting chains of events. The more the merrier!

#29
Ideas / Re: Plants and rain
July 21, 2014, 05:50:19 AM
Alternative solution:
Vegetation grows by spreading seeds around them. The seeds have an incubation period before they sprout and are fire resistant. After a wildfire there are still seeds on the ground that can help in restoring the vegetation.
Vegetation grows by spreading seeds around them. The seeds have an incubation period before they sprout and are fire resistant. After a wildfire there are still seeds on the ground that can help in restoring the vegetation.
#30
Ideas / Re: Your Cheapest Ideas
July 21, 2014, 04:41:53 AMQuote from: Nos37 on July 20, 2014, 10:05:08 PMMelee for plant cutting makes sense for cutting down trees, yes, but not for flowers, berries, potatoes, etc.
- I think that Plant Cutting, Hauling, and Cleaning should have Melee as their relevant skill. It would make sense to have a stronger colonist be better/faster at these tasks...
- I've noticed that Silver beamed down from Trade Ships only stack as high as 75 instead of 400. This wastes my trading space and I have to have my colonists move the Silver somewhere else and then back just to get the Silver fully stacked. I would much appreciate a fix for that.
- Love the game so far... =D Keep up the great work!
I agree that silver tend to waste space in the trading beacon. If possible, it should drop as a single stack.