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Topics - Vas

#21
I need to know the possible options for some things.  If someone can help fill me in with some details as to what they do?  I'll leave a question mark where I need info or verification.  Please let me know if I'm missing any, I got these from the wiki which lists them, but doesn't explain what they do.

<linkType>#</linkType>
None = ?
Basic = Don't fill corners, use the atlas as is.
CornerFiller = Fills corners with a solid color sometimes screwing up your texture to look all ugly.
Transmitter = ?
TransmitterOverlay = ?
CornerFillerGraphic = Something I'd like Tynan to add, letting you add corner rules to the Atlas so you can change how it draws those corner filled areas and have it not come out all ugly and weird.

<altitudeLayer>#</altitudeLayer>
Filth = Crap on the ground that blocks absolutely nothing?
DoorMoveable = ?
BuildingTall = A tall thing that you can hide behind and not be shot?
FloorEmplacement = ?
Waist = An item you can duck behind but still be shot?
Item = ?
LowPlant = ?
Projectile = ?
Floor = A floor tile, replaces floor tiles?
PawnState = ?

<passability>#</passability>
Standable = You can stand here, but not ___?
PassThroughOnly = You can walk through the item but can't stand or perform work on that spot?
Impassable = You can not pass this item?

<terrainAffordanceNeeded>#</terrainAffordanceNeeded>
Any = Anywhere? (Even those water areas?)
Light = ?
Heavy = ?
GrowSoil = Soil that can support plant life?
Diggable = Soil that is marked as diggable?
SmoothHard = ?
SmoothableStone = ?
#22
Ideas / [Mod Support Request] Folders
July 01, 2015, 03:38:53 AM
As it stands, the game only sees mods if they are directly placed inside the mod directory.  That means that mods with multiple addons, all need to be in that same folder.  What if, I want to create a folder called MD2 and put MS2Base, MD2Droids, MD2Fortifications, MD2Industry, MD2Manufacturing, MD2Power, in that folder?  The game only sees the folder "MD2" as no author no version no info.  Can't see the stuff inside.

What if you add the ability to put a file inside with the line <Subfolder> inside it, so that the game now looks at this folder as a "Mods" folder as well, so that it counts the same.  Letting you sort things to be easier to find when clustering things together.

Also, if this is done, it'd be nice to be able to "activate all" and collapse that group in the mod listing.  Just another thought.  :P

Also, I think that EDB's mod priority mod should be a game default thing, but that's another topic.
#23
This is the great pack of mods I make and maintain sometimes with the help of other modders!  In accordance with the modding rules, I will list a specific permission below each mod here and in the document.  To view detailed information on a mod, click the google document link listed for each mod.

---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ----------
After a long break from the game, it will take some time to figure out what needs updating, and if I should bother to update anything.

Another issue of updating mods in this game, is I have to find someone who can write the DLLs for me as I can not.  Most of the people here who do DLL work, are busy with their own thing and I don't like pestering them constantly till my mods are updated every version change.  When I do eventually come back, it will be difficult for me to get back into modding for the game because I will have to figure out how much has changed and whatnot so its hard for me to want to come back right now, especially considering the only droid mod I liked is dead (MD2 Droids) and several other mods I like are permanently gone, mods I considered required for me to play.
---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ----------



Population Events (Updated 5/02/16)[/color] v1.2 (A13)
Full Information & Downloads: https://docs.google.com/document/d/1_sqiA_zqh6Njqw-YsqNCVzyzVhJytn7w1aI47135qqg/
Short Description: This mod makes all events that are based on population trigger regardless of population.
Modpacks? : Sure, why not.
Derivatives? : Sure, why not.

Difficulties (Updated 5/02/16)[/color] v1.0 (A13)
Full Information & Downloads: https://docs.google.com/document/d/1I-a7QkBK2z0gQ_SoNDNRAv4UlEsQ0k_Uu3GYu_P-Qq4/
Short Description: This mod adds several new difficulty options to the game.
Modpacks? : Sure, why not.
Derivatives? : Sure, why not.

Map Generator Changes (Updated 7/25/15) v1.0 (A12)
Replaced by: http://steamcommunity.com/sharedfiles/filedetails/?id=920550053

Conduit Explosion Nullifier (Updated 5/02/16) v1.2 (A13)
Replaced by: http://steamcommunity.com/sharedfiles/filedetails/?id=728314182

Hydroponics + (Updated 5/02/16) v1.9 (A13)
Superseded by: https://steamcommunity.com/sharedfiles/filedetails/?id=1539311500
Plans: Might make a new type of hydroponics mod later on.

New lights (Updated 12/02/15) v1.1 (A12)
Full Information & Downloads: https://docs.google.com/document/d/1ozH_eHKEr6dtiUrEjducM9So80v8M4ATPdpUiq-yGPE/
Short Description: Retextures lights, adds fluorescent & LED lights, lights have life spans and break, lights produce heat, lights have sensors, much has changed in the world of lights!
Contributors: Mrofa,
Requires: CCL Core ,
Modpacks? : Please ask first.
Derivatives? : Please ask first.

ED Shield Addon (Updated 1/26/16) v1.1 (A12)
#24
General Discussion / Catastrophic Surgery Failures
June 02, 2015, 02:00:30 AM
Come on, what's your most hilarious surgery failure?  Don't just post what parts were damaged and the body part you were working on, mods work too, just list the mod with it.  Come up with a little story with it.  I'll give an example.  If you used a mod, highlight the mod name, and use the URL button to insert a URL to the mod please.  Mods that are related to this only, not every mod you use in the game.

I get such random failures, I just assume the tending freaked the hell out and stabbed the patient a bunch of times in random locations before running off like a mad man for a while, leaving the guy there bleeding to death.  Silly game randomizer.  Tynan should really come up with a fix to this.  :P  Such as letting you only damage things around the part you worked on.  One parent up and all childs of the part.  I think that's how the game lists body parts, with parents and childs like a tree.  Not quite sure if i remember right.  But yea.




Working on: Left eye
Damages: Left lung, torso, and left foot
Mods: None
Story: While working on the eye, I slipped on a banana peel and accidentally drove my knife into the patient's chest.  Immediately afterwords, I started to panic and slipped on the same banana peel, and jabbed him in the torso and got furious about this and threw my surgical knife at the wall and it bounced back and hit the patient's left foot.  I decided to walk off and leave the patient there, bleeding out in these 3 locations while I calm down, even though I probably should have taken care of this sooner.
#25
What determines how heat moves through walls into the next room?  Is there a rating of insulation between walls and the materials they are made of?  For example, if I build a freezer out of wood, will it leak more cold air into the kitchen if the only thing separating it is a little wooden wall?  What if I make it out of the hardest most dense stone that spawns?  Will less of the temp leak through into the next room?  What if I make the walls double thick?  Will the doors become the weak point and let the temp leak through?  Or will the temp still leak through the double layered walls?

If walls have an insulation value, and it is separated based on the material they are made of, then I might consider making a mod that lets you have "insulated walls" so you can better protect your base against changes in weather and keep room temps easier, so the temp indoors stays longer.  Rock walls from the mountains don't seem to help that much in keeping a temp for long either so I'm not sure how this works right now.
#26
Ideas / Vents & Air Ducts
May 31, 2015, 12:06:31 AM
A basic suggestion for vents, is a method of closing them manually, using the "flick" feature.  This closes the vent up on both sides so it's just a wall till you open it again.

However, I once made a suggestion in the past for advanced air ducts, I just can't find it.  I'll make the suggestion again and if I find it, I'll link it.
First, lets say that this would use "z-levels".  The same way power conduits, walls, roofs, floors do.  Power Conduits have a level all to their own.  In my opinion, they should be under the floor level, but whatever.  Floors have a level all to their own as well.  Air Ducts would work like Conduits, but only link to objects that use them.

Ok, now that we have that settled, the idea is really simple.  Make air ducts that can be placed under the floors, then you add vents that place an air duct below them, or require one below them to be placed.  These vents will even out the temp between the rooms they are all in and connected on.

The alternate side to this, is one way vents, allowing you to place an input vent(s), in a room with heat production or cooler production, and use two separate vent levels, one for cold vents, one for hot vents, so you can place cold vents under heat vents.  Then connect them to an output vent in each room.  The output vent will connect to both vent networks, and can be set to a specific temp on both sides, allowing you to set it to 72F cooling, 68F heating, meaning it will open up the heat side if it drops below 69F in this room, and open up the cooling side if it goes above 71F in the room.

After all, this isn't some impossible science to do, if you can build gun turrets, mine holes into a mountain, and build a space ship, you can build little metal hollow square tubes for which air can flow through and set a thermometer on it to trigger a flip over, using 2 watts of power.  (or 10, if you really want to make it cost an oddly high volume of power.  :P)
Oh yea, lets not forget to add fans to the vents, that should require more energy I suppose.  Maybe 50-100 watts, though fans don't -really- use much power.

I just don't like the current vents.  They act as weak points to my base, the enemy attacks them first, destroying them before they destroy the walls.
#27
Ideas / Realistic Roofs.
May 30, 2015, 04:06:39 PM
What I don't like about the current roofs, is that a single block anywhere within 7 blocks of the roof, can hold it up, even if the roof isn't even attached.  I've come up with a set of rules each roof tile must follow.  This should help preserve some realistic roof cliff type areas and such, and allow buildings to do more things.  I'll have to explain better when I get home though if necessary.

A roof must have 4+ walls supporting it within 9 blocks range, in order to not collapse.
A roof must have 3 walls supporting it within 7 blocks range, in order to not collapse.
A roof must have 2 walls supporting it within 5 blocks range, in order to not collapse.
A roof must have 1 walls supporting it within 3 blocks range, in order to not collapse.
#28
Ideas / Crematoriums
May 30, 2015, 02:31:36 PM
I believe that crematoriums should use wood to burn bodies, and should not be using any electricity.  We don't use electricity for our current real life versions, why use it for these?  In real life, we use some sort of gas and fire but the point is still the same really.  All it is, is an oven.  You throw wood in, and a dead guy in, and they burn.  No electricity needed.

Even the electric ones should stop shorting out in rain, there is a possibility of making things water proof and you'd think something like this would be made water proof.  I just think it makes no sense to cost electricity for this thing to work.

Also would like it to store an internal value of wood, so you can stock pile a stack of wood inside it and it uses one wood each time you throw a body in, and then you either have to right click it to click fill, or wait till it runs out and then a colonist will auto fill it.
#29
Ideas / Special Map Seeds
May 29, 2015, 01:36:00 AM
I don't recall if I saw this before on here, but it would be nice to have special seeds set aside in the game that spawn a map in a specific way.  For example, if I type "COLD" as the map seed generator, the entire climate generated, will be below freezing, 32F/0C will be the highest temp anywhere.  All land will be ice boime.  If I type HOT, it'll all be desert, and the lowest temp you can find will be around 80F.  Or DRY, and it'll all be desert with a rainfall of less than 50mm, WET, with rainfall more than 3000 everywhere, and jungle boimes.  Stuff like that.  Or even easter eggs, like "TYNAN" and it'll spawn a map drawn out in the shape of a face?  or perhaps just islands shaped like the word TYNAN.

If you are up for considering this, let me know and I will help come up with some great seeds, and I'm sure others can too.


Seed Number |Rainfall |Temperature |Elevation |Available Boimes |Special Details
------------------------------------------------------------------------------------------
WET+3500mmAnyAnyTropicalRain may exceed 5000mm
DRY-300mmAnyAnyDesertRain may go down to 0mm
HOTAny80F +AnyAnyTemp may not drop below 80F
COLDAny38F -AnyIce SheetTemp may not go above 38F
BOIMEVariableVariableVariableALLBoime name, spawns world of only that biome. Use below in place of "BIOME".
Boimes: ICESHEET, TUNDRA, BOREAL, TEMPERATE, TROPICAL, ARID, DESERT
TYNANAnyAnyAnyAllIslands forming the word "TYNAN", maybe each island different biome/temps.
FRIENDAnyAnyAnyAllAll NPCs are allied, except Mechanoids and maybe one pirate faction.
FOEAnyAnyAnyAllAll NPCs are enemied, -90 relations or worse.
TRIFORCEAnyAnyAnyTundra, Desert, Ice SheetThe world will be ocean, and 3 triangle islands placed in a triforce shape will spawn, each triangle is one of the 3 boimes, a solid biome with increasing range of mountains towards the center of each triangle.
######
#30
I would like to see Steel renamed to Iron throughout the game.  My reason, should be fairly obvious.  Iron ore is realistic, and logical.  It is also used to make steel.  However, people have been told that steel is the only metal on this planet and the explanation is that "it is an ancient crashed ship building".  This is not accurate on so many levels, and makes the game highly questionable to the realist.

So I was hoping the community might also agree and hope to see Steel renamed to Iron and Iron to be smelt-able into steel with the current game smelter.  Steel is a strong metal, stronger than Iron.  It shouldn't be used as a base for everything.

I just looked it up and found that all types of steel are less conductive than Iron.  So not only are you using poor conductors of electricity in the game, but you're digging up old parts of space ships with hand tools to build your stuff with?

Anyway.  I'm hoping to get enough votes from the community to show a good opinion of what the community thinks.
So cast your votes!

Iron Ore: The main metal used in making many things, including steel.  Abundant on many many worlds and moons and asteroids.

Steel Ore: Man made metal, the game's explanation is that ships crashed a previous civilization built structures randomly all over the planet to place this man made metal within mountains and other random locations billions of years ago..

If you want an alternate vote tool, try http://strawpoll.me/4471638/
#31
How does this tag work?  How can I make it use a specific set of pixels in the corners?  When I use it, it blurs up my texture real bad in the middles when it is 2x2 thick or more.

<linkDrawerType>CornerFiller</linkDrawerType>

Is the tag I'm talking about, right now I have it set to Basic.
#32
Ideas / Voltage/Amperage & Conduit Explosions
December 15, 2014, 11:42:18 PM
Ok, current solar panels at their best, provide 1700 watts.
Break this down to per square, this is 106.25 watts per square.

Now, I'm not sure how to break this down further, if I go with 6 volts, that makes 17.7083 amps.  If I go with 3 amps, that makes this 35.416 volts.  The higher the amperage, the more heat, so you do not want high amps unless your cord is rated to handle it.  However you can handle higher voltages.  The power this provides is a bit unrealistic though.

Lets assume, that each square on the map, is 1 meter.  That's 3.281 feet, or 39.37 inches.
Now, lets do some physics math here, Luminosity/(4*Pi*Distance^2)=Watt/m².  Lets use earth for this math here;
Earth's star has a luminosity of 3.83E+26.  We are at a distance of about 149,598,022,991 meters.
3.83E+26/(4*Pi*149,598,022,991^2)=1361.87 - That means we, here at earth, can get a max of 1,362 watts per meter squared (rounded up).  That's assuming, solar panels were 100% max efficiency.

Now, I have no clue the distance of the star, because the year is 168 days long.  Lets do a bit of math, and see.
This appears to put us about 80,800,000,000 meters away from our own star, 0.54AU.  It also raises the planet's surface temp to 100C average.  Lets use a cooler star, lets see...  It appears that Rimworld's star needs to be 22.58% cooler for the temps it experiences with the planet having 168 days a year, with 64% less luminosity (rough guess type math).  That makes 1,680.62 watts per meter squared.  Interesting, it's higher than I thought.  Now being 3,500 years in the future, we can assume that we have solar panels that are 90% efficient.  1512.558 watts per meter squared.  Neat, our current solar panels are weak in comparison.  :P

Based on all the math I've done, and the current game solar panels providing 1700 watts while being 16/m², I think I'll assume that the solar panels we build give us a solar efficiency 20% max, which is 336.124 watts/m² which means that the solar panels the default game has would provide 5,377.984 watts on a clear day.  However, we still need to change this to voltage and amps.  Ok, so lets assume that each meter of solar cells is 28.56 volts, which is 11.769 amps.  Finally, some numbers that are realistic.  Sorry about all the stuff above, I was using this as a way to track the research I was doing.


Default game solar panel has 10.5 solar cells on it (the middle is a status bar, not solar cells).

1 cell, 28.56 volts, 11.769 amps, 336.124 watts.
Game panel; 10.5 cells, 299.88 volts, 11.769 amps, 3,529.302 watts.

I'm having a hard time balancing this right now, I need someone who is an energy expert to help out.  :P  Anyway, the point of giving all objects voltages and amps, is so that you can give conduits a resistance and power max.  If the amps ever exceeds the conduit, there is an increasing chance that the conduit will catch fire or explode.  Perhaps it turns pink, then red, then ignites.  It also gives us a new energy system to play with, learn and build our base with multiple routes of conduits and breakers to route power around properly.

We'd likely need a new conduit system as well, so perhaps this idea could use a lot of thought and discussion.  My idea for the new conduit system is to make thinner conduit lines, with different colors on each.  These colored conduits would not connect with conduits of different colors, but can all connect to breakers and certain devices.

I'm just trying to come up with some new ideas for the game's energy system is all.  I hope this comes out to be a good discussion with lots of interesting concepts to improve the game's energy grid.  Also hope that my math was as accurate as possible.  I'm not an energy expert or anything, I just did some research online and compared real life stuff.  Spent the past 2 hours on all the research and math and stuff.  :P
#33
Ideas / Z Levels, again! Come on now.
December 15, 2014, 10:12:43 PM
We really need multiple levels of construction.  Especially with the temperature system.  I'm not suggesting that we have multiple levels in which we can walk around, just multiple levels at which buildings reside.  For example,

We can delete "walls with conduits" from the game, and instead, build conduits under the walls.  No longer needing "Walls" and "Walled Conduits".  Just build a wall, then separately construct conduits under the walls.  Under the floors, under all your equipment, under your bed, everywhere under your base.  Hell, build nothing but conduits everywhere as if they were floors!  But you can still build floors and stuff over them.
--- It looks like conduits already do this, just checked again.  However, I think they should be buried by floors, only visible when you're placing something that takes power or has a conduit in it.  As an added feature, being able to place outlets and floor outlets would allow you to plug things in unless they have their own conduit in them, so you can plug them in underground.

Another example,
We can build ventilation shafts under the conduits, this will spread the heat out around the base or the cooling.  Depending on what you want to spread around.  Maybe you can use a two way vent, or perhaps just a one way vent which automatically opens and closes which appropriate temp is met.  This vent will require taking levels 0, -1 as well and must be placed over a ventilation shaft.  So you can't have a conduit run through it, nor can you build on top of it.  But ventilation shafts, are under everything and will never interfere with buildings unless that building (like a geothermal facility) requires to go down further through the ground.

This will open up a whole new world of base designs and such, which will greatly improve what we can do.  I know that Z Levels have been suggested before, but I want to bring it back into discussion for Tynan and other hard core players to discuss.
#34
Mods / [Request] Map Generation Change
December 14, 2014, 06:14:09 AM
I've created an XML of something I'd like to see for the game so I can change these things when / if someone makes a DLL that would work with this and make this functional.

http://pastebin.com/GCfRaHsQ

I commented what each thing does, but basically I want to be able to turn on and off ruin generation, change what resources drop all over the map (loose stuff, not the stuff you mine), and even be able to turn on/off geyser generation.

Actually, some of the old map generators were great with lots of options, however BaseMapGenerators.xml is now gone from the game.
#35
Ideas / Packaged Survival Meals not spawning everywhere
December 05, 2014, 11:28:52 PM
I'd like to see that packaged survival meals aren't spawned randomly all over the map anymore, considering there isn't even wreckage by them, it's just random military survival food all over the map?  I don't think settlers and other travelers would be randomly dropping this stuff everywhere and it would certainly burn up in atmo on it's way down unless properly shielded, like the pods the people arrive in.  Packaged meals should only spawn there, where they dropped in at.
#36
Mods / Overwriting some things in other mods?
November 21, 2014, 05:36:36 PM
Just wanted to verify, if I create a mod with an XML that changes some of the same things in another mod, to overwrite that mod, it has to be the last mod to activate, right?

Also, if say one XML has;


  <IncidentDef>
    <defName>TraderArrivalGeneral</defName>
    <workerClass>IncidentWorker_TraderArrivalGeneral</workerClass>
    <favorability>Good</favorability>
    <chance>33</chance>
  </IncidentDef>

  <IncidentDef>
    <defName>TraderArrivalSlaver</defName>
    <workerClass>IncidentWorker_TraderArrivalSlaver</workerClass>
    <favorability>Good</favorability>
    <populationEffect>Increase</populationEffect>
    <chance>9.5</chance>
  </IncidentDef>

  <IncidentDef>
    <defName>TravelerGroup</defName>
    <workerClass>IncidentWorker_TravelerGroup</workerClass>
    <chance>16</chance>
    <favorability>Good</favorability>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>

  <IncidentDef>
    <defName>VisitorGroup</defName>
    <workerClass>IncidentWorker_VisitorGroup</workerClass>
    <chance>16</chance>
    <favorability>Good</favorability>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>


But mine only has;
  <IncidentDef>
    <defName>TraderArrivalSlaver</defName>
    <workerClass>IncidentWorker_TraderArrivalSlaver</workerClass>
    <favorability>Good</favorability>
    <populationEffect>Increase</populationEffect>
    <chance>9.5</chance>
  </IncidentDef>


Well all the events from that mod still work while mine just changes that one event?
#37
Mods / Mod Request: Longer months
November 21, 2014, 03:51:12 PM
I'd like the game months to follow real life time.  Currently, it seems each game month is 15 days, no matter the month.  I'd like them to be set back at current days in a month, so Feb would have 28 days, and every 4 game years, an extra day.  At very least, a set version which is like RL even if it doesn't contain leap year.
#38
Ideas / Traders and Trade Changes?
November 11, 2014, 01:42:46 PM
Remember the good old days, when you used to build a launchpad and it created a stockpile which you put stuff on?  That was a pretty interesting way to do it.  We should do something similar!

Instead of building a little beacon that senses what materials are around it, we create a landing pad, that would take up the normal size of a ship.  Then, nothing can be on it when a Trader arrives, if you ask the trader to trade with you, he will spend 30 seconds landing his ship on the planet, then take the resources, and leave behind what you got from him on the pad.  You then clean it off, for the next trader to come by.

There are 2 or 3 methods I can think of for allowing traders to determine what is up for trade.
1. Detect all resources on the map that are in player stock piles and are not forbidden.
2. Detect all resources on the map that are in a stock pile with the "trade enabled" option.
3. Build trade storage units next to the landing pad, each one either must be connected to the pad directly, or to another storage unit.

So, the trade ship that lands may look something like this.


The trade area might look something like this,


Though, you'll construct an area of specific size and it will just be a large metal landing area for a ship to land at.  You won't be able to interact with the ship directly.

Ok, the trade resource pads won't be inside the launchpad area, but you can walk on them with a 30% speed decrease when on them.


This is just a rough description of what I was hoping to see.

Basically, traders can land planet side, then take resources from the area and leave behind what you wanted, then leave the planet.  Rather than orbitally launching and orbitally dropping supplies.

At the very least, we should make an orbital launch facility to load resources into, because just launching them from the beacon seems a bit weird.  However, I thought this would be a great opportunity to add some new ship parts that act as storage so you can take resources with you when you leave the planet, or these objects will appear on trader ships when they land, and won't be interactible but will make the trade ship look more advanced and pretty.  :P  This would probably be something that would be put on the back burner, if it was thought of for a main feature in the game.




A simpler version, would be a small graphic of a ship lands, not using any blocks really, just a sort of single object graphic ship lands where you designate a landing facility, and will take supplies found in the "safe to trade" player owned stockpiles, and the trader leaves behind the resources you get from him all around the launchpad, which must be cleaned & repaired before the next ship can land.  (receives damage every time a trader leaves)
#39
Ideas / Ideas related to colonists and their work.
November 08, 2014, 07:33:54 PM
I'd like the ability to specify where a colonist is allowed to work.  AKA, if I have two bases on my one map, I want one cook to stay in that base, not allowed to go to the other base unless ordered to.  He would only accept auto jobs in the area he was told he was allowed to stay in, while the other cook, stays in his area too.  This could use zoning as well, like the home zone with per colonist settings or perhaps 3 home zones, and the colonist has an option in his menu or overview that says "All" "Home 1" "Home 2" "Home 3". - Already Done

Click a colonist, then right click on himself, like you want him to drop his weapon, only another option appears.  "Take a break".  This will send the colonist off to do whatever he wants.  If he has cabin fever, he will go outside for a while.  This gives him a 6 hour break to do whatever he feels like.  If the colonist is upset or something, he may go look for a beautiful area to admire for a while, or sit down at a table and have a social chat.  Whichever.  I have a problem with colonists developing a sever case of cabin fever all the time.  Even when they have easy access to the outdoors.

Optimize pickups option, instead of "Prioritize hauling of x" you get "Optimized hauling of x" as a second possible option.  So instead of him going out there, picking up one metal and ignoring the one that was just 20 blocks further that was 60 metal, you could tell him to optimize, by picking up that metal, and going to the next one that was close, if there was another within 20 block range of him, he'd get that too.  If not, he'd walk back, and if he happens to pass by (10-15 block range) of more metal, he'll pick that up too until full.  This is a manual priority.  Something you can only do by making him do it.  Much like "capture", no 'auto capture' features.  :P  Could do it auto, but that would likely make the game rather laggy when there is a lot of hauling work.

When a room belongs to someone, add an option (maybe on the bed, or the colonist who owns the room), to make it so no other colonists can take items from that room.  So if I make a special Lavish meal for myself in my golden room with gold walls and gold plants and nice floors, while everyone else gets simple meal, I want to be sure, no one will take that meal.  Would also be nice to have a button that says "Eat from inside room if meal available".

Set sleep times for everyone, schedules when someone can sleep and the max amount of time.  If they are allowed to break schedules when they hit the point of near exhaustion.  Otherwise they just fall down onto the ground and sleep right then and there and are very stressed/angry at the colony and may have a mental break.  This option would allow you to define people who work at night, and people who work in the day.  Perhaps a night owl trait would give a bonus to this and such. - Already Done

Lower the priority of survival package meals.  My colonists want those so bad, they start starving trying to get to them on the other corner of my map when they got hungry not 3 blocks away from 30 simple meals.  Then get mad at me for letting them almost starve to death, all because a raider died wayyyyy over there.  It's not like the survival meal is gonna suddenly expire before their lavish meal does.  I unforbid them so they'll transport them back to the place once all enemies are gone, and they should be lowest priority because they last a long time.  This would benefit you if say, the power goes out and you can't cook anymore, or run out of food temporarily and you have reserves left of survival meals.
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We need a device that works as life support for a short duration of time.  This would allow you to replace vital organs and such in a more realistic way, with a % failure chance, ending up killing the patient.

We also need a transplant rejection chance.  Vital organ rejected by the body, or even non-vital but puts the recipient at risk.  Health steadily declines or even rapidly declines till they die, the more vital the organ rejected, the faster the death.

Blood containers, for giving blood to patients who have lost a lot of blood.  As a bonus to this, the ability to donate blood.  Colonists would be able to have blood drawn and stored, you get some "blood bag item" from it, and you need to take 5 blood bags to a medical machine to make one blood pack that would be used to give blood to a patient with the need for it.  Or perhaps you just use the blood bags, and require multiple the more severe the blood loss.

A harvest all organs option.  This is a death sentence, use sleeping pills or some other thing to knock the patient out and harvest all his organs.  Perhaps an option to not even knock him out, let him watch as you remove his organs one by one, until you get to his most critical vitals, lungs and heart.  Yep, let that dying ------- watch you take his heart out!

Peg Legs reduce mobility 25% if only one, 70% if two.  Seriously, find someone with both legs gone and made of wood, and ask him how long it takes him to go anywhere, bend over, or sit down.  :P

Basic Prosthetic legs will give 95% mobility, they will function pretty much as good as a normal leg would, you just won't feel them too well.  basically, have a basic prosthetic leg reduce mobility by 2.5%, so if you have two, it's 95%.

Bionic and prosthetic torso, this will require patient to already have 2 bionic legs, or at least remove their legs in the process and require them to get bionic ones.  This will further enhance mobility as it will assist the legs.

Bionic and prosthetic spine, this will fix back problems some may have, may increase mobility some.  Also, as a lesser option, surgery to install a metal rod into the spine to fix back problems.  This would fix the back problem, and take only 1 metal.

Special brain implants, a max of 5, that increase certain areas of the body's efficiency.  Mobility, Efficiency, Sight with bionic eyes, social chats, aim with a weapon, possibly more.  Or maybe max the implants allowed to two, probably better.

For people with a prosthetic amount of greater than 20%, maybe 30%, require them to go to a charging station every so often to charge their bionic/prosthetic parts.  Better parts take more power.  Add a special power bar to the character's health list.  More parts adds more storage as well but also takes more power.  It's basically going to give them enough power for 3 day without charge.  If they have replacement organs that require power, those will ahve a reserve power for 1 full day of power all to themselves, however the limbs will shut down and incap the colonist requiring someone to rescue him.

Add to this, a solar hat, that lets the colonist wear a hat that gives him very small amounts of power when in sunlight, if he is incapped outside and it turns to day, at full day time, he will be able to get up in low power mode and move towards the charging station.

This assumes however that his legs are replaced, which is what tends to happen MOST of the time.  if they are normal legs, then he will be able to walk to the charging station but unable to perform any tasks at all if his arms are useless.  Another thing, if he has one bionic leg that ran out of power, he should still be able to move, but 90% slower as he will be dragging the leg along the ground with him, but he can still use it to stand on while he takes the next step, or even crawl all the way back.  Crawling only if his arms work.  :P