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Messages - Jorlem

#181
Ideas / Re: Your Cheapest Ideas
July 09, 2015, 01:59:17 AM
I would like to suggest that there be no visitors, passers-by, wargs, or non-droppod raiders during the toxic fallout event.  Or, if there are, they start off with a higher level of exposure to the fallout, to indicate they've been exposed for a while in the process of getting to my base.
#182
General Discussion / Re: RimWorld change log
July 07, 2015, 04:46:20 PM
Maybe we will be able to make cheese or ice cream?  The latter would be nice to have during a heat wave.
#183
Ideas / Re: Opposite of Evil Ship event
July 06, 2015, 04:45:10 PM
Maybe a crossfire event, where two hostile evil ships land and start attacking each other, with the colony in the middle?
#184
Ideas / Re: Your Cheapest Ideas
July 06, 2015, 04:40:09 PM
Would it be possible to allow colonists to watch TV from their beds?  I'd like to be able to install a TV in my hospital room, to help prevent those colonists that I order to "rest until healed" from breaking due to joy deprivation.

Or perhaps add a radio item that gives a lesser amount of joy to everyone in the room, to get around the distance needed for the TVs?
#185
General Discussion / Re: Television question
July 06, 2015, 04:32:56 PM
Ah, thank you.  Nice to know how much room I need to leave for the TV. 
#186
General Discussion / Television question
July 05, 2015, 06:11:27 PM
What exactly is required for a character to use the television?  I know I've seen them using it when I build chairs in front of it, but I'm wondering if they can watch while standing, or laying in bed.
#187
Ideas / Re: Your Cheapest Ideas
July 03, 2015, 05:20:53 AM
Ah, derp, my bad.  I honestly forgot that was part of the mod.  Sorry.
#188
Ideas / Re: Your Cheapest Ideas
July 02, 2015, 01:03:05 AM
I have three interface suggestions:

First, I'd like a set of buttons on the Restrictions tab for the various allowed areas, to designate an allowed area for all my colonists at once.  If you have enough colonists that a scroll bar appears, you can't really click and drag.

Second, though I'm not sure how cheap this or the next is, I'd like to request that the "jump to colonist" function of the alerts cycle through the colonists, instead of just focusing on the first in the list.  For example, if I have three colonists that have a terrible mood, if I click on the alert, the interface will focus on the first character listed.  However, clicking on the alert line again does not focus on the second character, but instead focuses on the first character again.  If it cycled through them (perhaps by checking if a listed character has the focus, and moving to the next on the list if one does), it would be far easier to find all the characters that have some issue that needs addressing.

Third, I think it would make the Inventory screen rather more useful if it could be used to find specific instances of an item, and get basic information (quality and damage percentages) for each.  For example, let's say I want to give a new recruit a sniper rifle.  Looking at the Inventory screen, I can see from the sniper rifle tooltip that I have eight total, five equipped and three available.  Right clicking the sniper rifle icon brings up a list of colonist name, from which I select the recruit, and he is assigned a random sniper rifle.  I would like to suggest that instead, right clicking would bring up a list of all eight sniper rifles, from which I could choose one of the three available ones to give the new recruit.


On another note, some instructions in-game on how to use grenades would be useful.  I only figured out how to use them because I saw a LP on youtube in which they were used, prior to which I had always sold the things because my colonists never seemed to throw them.
#189
Ideas / Re: Your Cheapest Ideas
July 01, 2015, 01:11:32 AM
Being able to snag prosthetics from fresh corpses would be nice, though.
#190
Quote from: TLHeart on July 01, 2015, 12:15:18 AM
what you describe is not a bug, but works as intended. They can path between the allowed areas. The restrictions are not on movement, but work and joy activities. They can not do work or joy outside of the assigned zones.
They can, however, stand outside the allowed zone to do work on something that is in the allowed zone, like repairing or putting out a fire on a wall.  It is literally an edge case.
#191
Ideas / Re: Allowed Area -> Copy from Home Area
June 29, 2015, 04:52:26 AM
I disagree.  The home area extends outward a bit from your base, so drawing the allowed area from the home area would still allow them to wander around outside.  You already need to be careful when placing the allowed area, as colonists will stand outside the allowed area to fix a wall that is on the edge of said area, or put out a fire on the same, wandering out into warg packs or other similar situations, when you think you've restricted them to the base.  With this suggestion, you'd still need to manually readjust the allowed zone to the walls of the base itself, so there isn't much point.
#192
I'd just like to be able to remove prosthetics and organs after death.  This is possible in real life, after all, so long as it is done quickly enough. 

Also, perhaps add the ability to research artificial heart and lung machines, so if a colonist is rescued fast enough, they can be saved.  It would give a reason to actually want to buy those vital organs from the traders, for one thing.  Currently, there's no reason to buy a heart, as far as I can tell.
#193
Ideas / Re: Your Cheapest Ideas
June 29, 2015, 04:27:44 AM
Quote from: Nasikabatrachus on June 28, 2015, 04:20:14 PM
It would be nice to be able to assign prisoners to specific rooms through a "Room" tab made available by clicking on any of the beds in a prison room. It would also be nice to be able to assign prisoners to specific beds.
Seconded.  (Also, I think I might have brought up a similar idea a few weeks ago.)  It would be especially useful for when I want to put a sick prisoner in a prisoner hospital bed, to help them survive.
#194
I noticed that a cooler I had in my wall cast a "light" shadow.  Similarly, a heater I had next to one of my outside walls also cast a "light" shadow, breaking the wall's normal shadow.



#195
Ideas / Re: Your Cheapest Ideas
June 14, 2015, 01:30:50 PM
Quote from: Avsnoopy on June 14, 2015, 01:24:13 PM
Hunters haul animal corpses, that they didn't kill.
(hauling animal corpses is = priority for hunters as hunting itself)
Would save me a lot of forcing them to go out into the rain and pick up animals that died in the crossfire of them hunting.
Also, once a hunter shot another hunter's leg clean off.
I've found work around for it but perhaps make an option to make people stay out of other hunter's range when they are hunting.
On a related subject, animals that are marked for hunting should not forbidden if the die later.  For example, if an animal is wounded by a hunter, and later bleeds to death, the corpse is forbidden.  This often happens if a hunter incapacitates an animal, but doesn't finish it off.

On a different note, could thunderstorms reduce outside lighting?  It is rather odd to see my solar panels working at full capacity while it is pouring rain.