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Topics - Jorlem

#1
Ideas / Allow access to health tab while being carried
October 30, 2018, 02:05:32 AM
I would like to request that we be allowed to look at a pawn's health tab while they are being carried.  Currently, there is no way to know how close a pawn that is being rescued is to death, without tossing them on the ground by drafting the rescuer.  I'd like to be able to decide if they should be taken to the hospital or bed before "first" aid is done, or if they should be dropped and treated right there to avoid death.
#2
As can be seen in the screenshot, even though Paramedic is hours away from bleeding to death, he chooses to veer off the paved pathway I've spent time and resources making, and instead wants to go across the movement speed decreasing dirt.



What I expect:
The pawn to move in a straight line across the paved area, getting to the destination ASAP.

What actually happens:
Not that.


Save:
https://www.dropbox.com/s/825g2y1pjtxovk9/paramedic%20pathing.7z?dl=0


Edit:
Because of this odd pathing, the pawn collapsed before reaching the bed and required rescuing.
#3
As can be seen in the image, a power conduit that is on top of a filled grave does not display properly.  (I expect it to be an unbroken line, instead it is shown broken up.) As far as I can tell, there is no issue with functionality of the conduit, only the appearance.

#4
Ideas / Ability to link Grow Zone to stockpile
October 27, 2018, 04:28:57 PM
I would like to request the ability to link a grow zone to a specific, nearby, stockpile, so that items harvested from that zone will always be taken to that stockpile, even if it has a lower priority than other stockpiles. Once all the items from the grow zone have been moved away from the grow zone, only then would those items be reallocated from the linked stockpile to other, more distant stockpiles. 

The purpose of this would be to aid in harvesting when one's main stockpiles are distant from one's fields. This way, one could build a storage silo for colonists to use to quickly get a harvest indoors and not spoiling, without having to mess around with priority settings and risk having the pawns decide to instead bring items from the main stockpiles to what is meant to be a temporary "waypoint" for newly harvested foodstuffs before they are brought to the main stockpiles.
#5
Bugs / Negotiator health warning shown on caravan
October 27, 2018, 04:12:45 PM
Copying this over from the suggestions subforum, at the suggestion of another poster:


In my current game, I sent out a two man (plus elephant) caravan to trade with a nearby faction. One colonist was meant to be the negotiator, while the other was meant as the primary guard. The latter is missing an ear, and has nine Social, while the former is healthy and has ten Social. The game decided that the guard should be the negotiator, forcing me to play around with splitting the caravan in order to avoid the penalty for having an injured negotiator.  The game even brought up this alert when I first initiated the trade:



However, there does not appear to be an easy way to follow the advice given by this pop-up.  I would like to request the ability to do so.  I've also linked a save, so anyone that wishes can look at this, and see if there's a way to do this already that I'm not seeing.

https://www.dropbox.com/s/2n5tp00y7beptdd/Set%20Caravan%20Negotiator_.7z?dl=0
#6
Ideas / Manually set caravan's negotiator
October 26, 2018, 02:08:41 PM
I would like to request the ability to decide who will be the negotiator for caravans I send out.

In my current game, I sent out a two man (plus elephant) caravan to trade with a nearby faction. One colonist was meant to be the negotiator, while the other was meant as the primary guard. The latter is missing an ear, and has nine Social, while the former is healthy and has ten Social. The game decided that the guard should be the negotiator, forcing me to play around with splitting the caravan in order to avoid the penalty for having an injured negotiator.  The game even brought up this alert when I first initiated the trade:



However, there does not appear to be an easy way to follow the advice given by this pop-up.  I would like to request the ability to do so.  I've also attached a save, so anyone that wishes can look at this, and see if there's a way to do this already that I'm not seeing. (I wasn't able to attach the save, as even when zipped, the file size was too large, ~3000 KB.)

#7
I'd like some way to tell guests that I've rescued to stay indoors or to not try to leave for some period of time.  I had rescued two members of a trade party that were injured in an insect attack, and as soon as they were just barely healthy enough to stand, they got up and started slowly limping their way towards the edge of the map. They then were killed by a manhunter pack that had triggered while they were healing.  Then their faction's opinion of me dropped because they died.

Again, I'd like some means of warning my guests so they don't die needlessly like that.

#8
Ideas / Remember world set-up settings
July 03, 2017, 02:01:00 PM
I prefer to play on a larger map size than the default, but I occasionally forget to change the map size while selecting my landing site.  I would like to request the ability to set what we want the various defaults to be, and have the game remember them for the next new game.

Alternatively, the "Advanced" button could be removed from the landing site selection world map screen, and added to the big empty space in the window where the world generation seed and generation fill size is selected, without being hidden behind an unneeded button.
#9
Basically, I would like to be able to tell one of my pawns to chase after and put out a fire on another pawn, so they don't get horribly burned.  While the idea itself is simple, I have no idea how hard it would be to implement, so I'm not putting it into the Cheap ideas thread.
#10
Ideas / Disable insect spawning on flat terrain
June 07, 2017, 05:37:33 PM
I get that insects are there to provide a risk for mountain bases. However, I would like to request that they be barred from spawning on terrain where mountain style bases are not possible, like here:



I had mined a small outcropping of rock for components, and this was the result.  This screenshot is after I had managed to kill off the main group of insects.  Those onscreen are the ones that spawned while I was recovering enough to make the final push (there were two), or spawned right as I launched my attack. If they are there as a threat to mountain bases, then fine, but they are far too powerful when not constrained by a mountain base's narrow tunnels and natural chokepoints.
#11
My colony (crashland, standard three colonists, one animal) spawned with a pet warg.  One of the colonists started off with a bond with the pet, as normal.  However, the colonist's Handle skill was far too low to set him as the warg's master (and no passion for handling to make it reasonable to train him up), so he is stuck with the negative moodlet for not being his bonded animal's master, even though he can't be the master. 
#12
Ideas / Alternate roofing materials
January 01, 2017, 03:00:00 PM
I'd like to have the option to use alternate materials to roof my buildings. The different materials could allow for different heat retention, and different room beauties (or building beauty, if the colonists can be made to look at buildings as a whole.)

This, in conjunction with the addition of a glass material, could be used to make actual greenhouses.
#13
Ideas / Using chemfuel as fuel
December 23, 2016, 02:44:26 PM
I'd like to suggest two potential uses for chemfuel:

Powering fueled generators.

Powering fueled stoves.


I can't recall if there are any other things like those, that can only take wood as fuel, but if there are, chemfuel should be viable as a way to fuel those as well.
#14
Ideas / Outposts and Caravanserai
December 20, 2016, 11:15:54 PM
I posted this in the comments on the blog, as I had somehow forgotten about this subforum, so I am reposting this here, with some tweaks:

Watching the video, here's an idea I had for something else that could be done with encounter maps: Outposts and Caravanserai. (Which would basically be the same thing, but used for different purposes.)

For outposts, lets say you've exhausted all your surface steel, and don't have access to deep drilling. To get more steel without needing to buy it, you'd send a caravan to a nearby mountain or hills hex, and set up an outpost. That would just create a semi-permanent encounter map that you'd be able to mine in, then bring what you'd gathered back to your home base.

Caravanserai would be the same, but instead of being intended for resource gathering, they'd be supply drops and semi-secure places for caravans to rest and heal, or relay points for drop pods.  For example, instead of the people at your home base always knowing exactly where caravans are to send drop pods with food or meds with drop pods, they would instead target the caravanserai, send the supplies there, and the caravans would know where to head to resupply. (That lack of knowledge would be an RP thing, I'm not suggesting a fog of war or anything like that.)  Perhaps once the system is made a bit more complex, AI caravans could head for your caravanserai as well, and two caravans could meet up and trade with each other.


These wouldn't be full bases, just encounter maps that stick around until you decide to abandon the outpost.  Abandoning it should be more than just having all your colonists leave it.  I'd love to be able to leave a mining outpost in fall with the intent to come back in the spring, only to find that it has been ransacked while I was gone.
#15
Mods / Manual animal control mod?
October 14, 2016, 04:13:39 AM
Does anyone know if there is a mod available that would allow me to draft animals, so I can position them manually?  I'm trying to pose pawns to illustrate a scene, and it would be very useful if I could pose the animals as well as the colonist pawns. 
#16
Just a disclaimer, I haven't played since v13, so if this was a change made there, my apologies for my lack of knowledge.

So, I was happily building up a low tech colony (I didn't plan to go any higher than the fuel generator to power my freezer), when I got an alert that there was a manhunter pack of boars incoming.  Ok, I thought, I'll just have my colonists huddle in the central commons building, and avoid going outside until the pack wanders off.  So I set up a allowed area for just that building, and drafted and undrafted everyone to reset them so they'd come inside.  And they all made it inside in plenty of time, and some of them sat down for a meal.

Then the boars arrived, shredded my closest door, charged inside and started killing my colonists, and I ragequit. 

Is this a new "feature", that we can't wait out manhunter packs anymore?  Or is this (as I hope) a bug in v15b?
#17
Ideas / Designate combat animals
August 10, 2016, 09:55:27 AM
Basically, I would like a way to tell the game "this is a combat animal, have it follow its master into battle", and "this is not a combat animal, do not send it into battle with its master."  It is really annoying having to remember to go through and toggle all of the animal's masters off every time there is a raid.  I'd just like a way to keep the game from sending my squishy animals into battle with me, so I will only take my rhinos and elephants and the like.
#18
Ideas / Psychic upsides: recruitment and social
May 08, 2016, 11:02:19 PM
I think that characters with the psychic sensitivity and hypersensitivity traits should get a bonus when attempting to recruit characters.  Currently, these traits are essentially entirely negative (aside from the single positive psychic event).  Adding at least some benefit to the traits would make them desirable, instead of making players want to reroll starting characters that have them.  It would mean that they are useful to have, especially early game when you need to recruit prisoners quickly, as you can't afford to support someone that isn't helping.

Also, I think it would be a good idea, for similar reasons, for characters that are psychically sensitive to have a better chance of having mood boosting conversations and the like.  They can more easily read someone else's mood and thoughts, so they'd be better able to respond to them in a positive fashion.
#19
Ideas / Bionic ears
May 02, 2016, 08:16:04 PM
We have real life implants today that can restore hearing to people who are deaf, but not in the game, even though the game features bionic body parts which would be even more advanced.  As such, I'd like to request the addition of bionic ears.
#20
I would like to request that columns for the four types of animal training be added to the animal list UI.  Currently, to see which animals are trained for what, you need to check each one individually, first clicking its name, then opening the Training tab, then reopening the animal list UI, and repeating for each one.  Given how this list tends to reorganize itself, this gets rather tedious once the colony has more than a few animals to train.

In my current colony, I have around fifteen to twenty Labs.  Some of them I've had for a while, and are fully trained, while others are newly matured to the point where I can start training them to haul. I'd like to have a more convenient way to see which ones still need training, and toggle that training directly from the list UI.

(As a side note, a way to scroll through animals in the same way the <> keys scroll through colonists would be very nice to have.)